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Class WidgetComponent

The widget component provides a surface in the 3D environment on which to render widgets normally rendered to the screen.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
PrimitiveComponent
MeshComponent
WidgetComponent
VREditorWidgetComponent
Inherited Members
MeshComponent.GetMaterialIndex(Name)
MeshComponent.GetMaterials()
MeshComponent.GetMaterialSlotNames()
MeshComponent.IsMaterialSlotNameValid(Name)
MeshComponent.PrestreamTextures(Single, Boolean, Int32)
MeshComponent.SetScalarParameterValueOnMaterials(Name, Single)
MeshComponent.SetVectorParameterValueOnMaterials(Name, Vector)
MeshComponent.OverrideMaterials
PrimitiveComponent.AddAngularImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInRadians(Vector, Name, Boolean)
PrimitiveComponent.AddForce(Vector, Name, Boolean)
PrimitiveComponent.AddForceAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddForceAtLocationLocal(Vector, Vector, Name)
PrimitiveComponent.AddImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddImpulseAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddRadialForce(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddRadialImpulse(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddTorque(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInRadians(Vector, Name, Boolean)
PrimitiveComponent.CanCharacterStepUp(Pawn)
PrimitiveComponent.ClearMoveIgnoreActors()
PrimitiveComponent.ClearMoveIgnoreComponents()
PrimitiveComponent.CopyArrayOfMoveIgnoreActors()
PrimitiveComponent.CopyArrayOfMoveIgnoreComponents()
PrimitiveComponent.CreateAndSetMaterialInstanceDynamic(Int32)
PrimitiveComponent.CreateAndSetMaterialInstanceDynamicFromMaterial(Int32, MaterialInterface)
PrimitiveComponent.CreateDynamicMaterialInstance(Int32, MaterialInterface, Name)
PrimitiveComponent.GetAngularDamping()
PrimitiveComponent.GetCenterOfMass(Name)
PrimitiveComponent.GetClosestPointOnCollision(Vector, Name)
PrimitiveComponent.GetCollisionEnabled()
PrimitiveComponent.GetCollisionObjectType()
PrimitiveComponent.GetCollisionProfileName()
PrimitiveComponent.GetCollisionResponseToChannel(Byte)
PrimitiveComponent.GetGenerateOverlapEvents()
PrimitiveComponent.GetInertiaTensor(Name)
PrimitiveComponent.GetLinearDamping()
PrimitiveComponent.GetMass()
PrimitiveComponent.GetMassScale(Name)
PrimitiveComponent.GetMaterial(Int32)
PrimitiveComponent.GetMaterialFromCollisionFaceIndex(Int32)
PrimitiveComponent.GetNumMaterials()
PrimitiveComponent.GetOverlappingActors(SubclassOf<Actor>)
PrimitiveComponent.GetOverlappingComponents()
PrimitiveComponent.GetPhysicsAngularVelocity(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInDegrees(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInRadians(Name)
PrimitiveComponent.GetPhysicsLinearVelocity(Name)
PrimitiveComponent.GetPhysicsLinearVelocityAtPoint(Vector, Name)
PrimitiveComponent.GetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.IgnoreActorWhenMoving(Actor, Boolean)
PrimitiveComponent.IgnoreComponentWhenMoving(PrimitiveComponent, Boolean)
PrimitiveComponent.IsAnyRigidBodyAwake()
PrimitiveComponent.IsGravityEnabled()
PrimitiveComponent.IsOverlappingActor(Actor)
PrimitiveComponent.IsOverlappingComponent(PrimitiveComponent)
PrimitiveComponent.K2_BoxOverlapComponent(Vector, Box, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_IsCollisionEnabled()
PrimitiveComponent.K2_IsPhysicsCollisionEnabled()
PrimitiveComponent.K2_IsQueryCollisionEnabled()
PrimitiveComponent.K2_LineTraceComponent(Vector, Vector, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereOverlapComponent(Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereTraceComponent(Vector, Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.PutRigidBodyToSleep(Name)
PrimitiveComponent.ScaleByMomentOfInertia(Vector, Name)
PrimitiveComponent.SetAllMassScale(Single)
PrimitiveComponent.SetAllPhysicsAngularVelocity(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInDegrees(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInRadians(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsLinearVelocity(Vector, Boolean)
PrimitiveComponent.SetAllUseCCD(Boolean)
PrimitiveComponent.SetAngularDamping(Single)
PrimitiveComponent.SetBoundsScale(Single)
PrimitiveComponent.SetCastShadow(Boolean)
PrimitiveComponent.SetCenterOfMass(Vector, Name)
PrimitiveComponent.SetCollisionEnabled(Byte)
PrimitiveComponent.SetCollisionObjectType(Byte)
PrimitiveComponent.SetCollisionProfileName(Name)
PrimitiveComponent.SetCollisionResponseToAllChannels(Byte)
PrimitiveComponent.SetCollisionResponseToChannel(Byte, Byte)
PrimitiveComponent.SetConstraintMode(Byte)
PrimitiveComponent.SetCullDistance(Single)
PrimitiveComponent.SetCustomDepthStencilValue(Int32)
PrimitiveComponent.SetCustomDepthStencilWriteMask(ERendererStencilMask)
PrimitiveComponent.SetEnableGravity(Boolean)
PrimitiveComponent.SetGenerateOverlapEvents(Boolean)
PrimitiveComponent.SetLinearDamping(Single)
PrimitiveComponent.SetLockedAxis(Byte)
PrimitiveComponent.SetMassOverrideInKg(Name, Single, Boolean)
PrimitiveComponent.SetMassScale(Name, Single)
PrimitiveComponent.SetMaterial(Int32, MaterialInterface)
PrimitiveComponent.SetMaterialByName(Name, MaterialInterface)
PrimitiveComponent.SetNotifyRigidBodyCollision(Boolean)
PrimitiveComponent.SetOnlyOwnerSee(Boolean)
PrimitiveComponent.SetOwnerNoSee(Boolean)
PrimitiveComponent.SetPhysicsAngularVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInDegrees(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInRadians(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsLinearVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocity(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInDegrees(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInRadians(Single, Boolean, Name)
PrimitiveComponent.SetPhysMaterialOverride(PhysicalMaterial)
PrimitiveComponent.SetReceivesDecals(Boolean)
PrimitiveComponent.SetRenderCustomDepth(Boolean)
PrimitiveComponent.SetRenderInMainPass(Boolean)
PrimitiveComponent.SetRenderInMono(Boolean)
PrimitiveComponent.SetSimulatePhysics(Boolean)
PrimitiveComponent.SetSingleSampleShadowFromStationaryLights(Boolean)
PrimitiveComponent.SetTranslucentSortPriority(Int32)
PrimitiveComponent.SetUseCCD(Boolean, Name)
PrimitiveComponent.SetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.WakeAllRigidBodies()
PrimitiveComponent.WakeRigidBody(Name)
PrimitiveComponent.MinDrawDistance
PrimitiveComponent.LDMaxDrawDistance
PrimitiveComponent.CachedMaxDrawDistance
PrimitiveComponent.DepthPriorityGroup
PrimitiveComponent.ViewOwnerDepthPriorityGroup
PrimitiveComponent.IndirectLightingCacheQuality
PrimitiveComponent.bEnableAutoLODGeneration
PrimitiveComponent.bUseMaxLODAsImposter
PrimitiveComponent.bNeverDistanceCull
PrimitiveComponent.bAlwaysCreatePhysicsState
PrimitiveComponent.bGenerateOverlapEvents
PrimitiveComponent.bMultiBodyOverlap
PrimitiveComponent.bCheckAsyncSceneOnMove
PrimitiveComponent.bTraceComplexOnMove
PrimitiveComponent.bReturnMaterialOnMove
PrimitiveComponent.bUseViewOwnerDepthPriorityGroup
PrimitiveComponent.bAllowCullDistanceVolume
PrimitiveComponent.bHasMotionBlurVelocityMeshes
PrimitiveComponent.bVisibleInReflectionCaptures
PrimitiveComponent.bRenderInMainPass
PrimitiveComponent.bRenderInMono
PrimitiveComponent.bReceivesDecals
PrimitiveComponent.bOwnerNoSee
PrimitiveComponent.bOnlyOwnerSee
PrimitiveComponent.bTreatAsBackgroundForOcclusion
PrimitiveComponent.bUseAsOccluder
PrimitiveComponent.bSelectable
PrimitiveComponent.bForceMipStreaming
PrimitiveComponent.bHasPerInstanceHitProxies
PrimitiveComponent.CastShadow
PrimitiveComponent.bAffectDynamicIndirectLighting
PrimitiveComponent.bAffectDistanceFieldLighting
PrimitiveComponent.bCastDynamicShadow
PrimitiveComponent.bCastStaticShadow
PrimitiveComponent.bCastVolumetricTranslucentShadow
PrimitiveComponent.bSelfShadowOnly
PrimitiveComponent.bCastFarShadow
PrimitiveComponent.bCastInsetShadow
PrimitiveComponent.bCastCinematicShadow
PrimitiveComponent.bCastHiddenShadow
PrimitiveComponent.bCastShadowAsTwoSided
PrimitiveComponent.bLightAttachmentsAsGroup
PrimitiveComponent.bReceiveMobileCSMShadows
PrimitiveComponent.bSingleSampleShadowFromStationaryLights
PrimitiveComponent.bIgnoreRadialImpulse
PrimitiveComponent.bIgnoreRadialForce
PrimitiveComponent.bApplyImpulseOnDamage
PrimitiveComponent.bReplicatePhysicsToAutonomousProxy
PrimitiveComponent.AlwaysLoadOnClient
PrimitiveComponent.AlwaysLoadOnServer
PrimitiveComponent.bUseEditorCompositing
PrimitiveComponent.bRenderCustomDepth
PrimitiveComponent.bHasCustomNavigableGeometry
PrimitiveComponent.CanCharacterStepUpOn
PrimitiveComponent.LightingChannels
PrimitiveComponent.CustomDepthStencilValue
PrimitiveComponent.TranslucencySortPriority
PrimitiveComponent.VisibilityId
PrimitiveComponent.LpvBiasMultiplier
PrimitiveComponent.BoundsScale
PrimitiveComponent.LastSubmitTime
PrimitiveComponent.LastRenderTime
PrimitiveComponent.LastRenderTimeOnScreen
PrimitiveComponent.MoveIgnoreActors
PrimitiveComponent.MoveIgnoreComponents
PrimitiveComponent.BodyInstance
PrimitiveComponent.LODParentPrimitive
PrimitiveComponent.PostPhysicsComponentTick
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.UMG
Assembly: UE4DotNet.dll
Syntax
public class WidgetComponent : MeshComponent
Remarks

Widgets are first rendered to a render target, then that render target is displayed in the world.

Material Properties set by this component on whatever material overrides the default. SlateUI [Texture] BackColor [Vector] TintColorAndOpacity [Vector] OpacityFromTexture [Scalar]

Properties

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BackgroundColor

The background color of the component

Declaration
public LinearColor BackgroundColor { get; set; }
Property Value
Type Description
LinearColor
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bAddedToScreen

Declaration
public bool bAddedToScreen { get; set; }
Property Value
Type Description
System.Boolean
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bApplyGammaCorrection

Declaration
public bool bApplyGammaCorrection { get; set; }
Property Value
Type Description
System.Boolean
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bDrawAtDesiredSize

Declaration
public bool bDrawAtDesiredSize { get; set; }
Property Value
Type Description
System.Boolean
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bEditTimeUsable

Declaration
public bool bEditTimeUsable { get; set; }
Property Value
Type Description
System.Boolean
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bIsTwoSided

Declaration
public bool bIsTwoSided { get; set; }
Property Value
Type Description
System.Boolean
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bManuallyRedraw

Declaration
public bool bManuallyRedraw { get; set; }
Property Value
Type Description
System.Boolean
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BodySetup

The body setup of the displayed quad

Declaration
public BodySetup BodySetup { get; set; }
Property Value
Type Description
BodySetup
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bReceiveHardwareInput

Declaration
public bool bReceiveHardwareInput { get; set; }
Property Value
Type Description
System.Boolean
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bRedrawRequested

Declaration
public bool bRedrawRequested { get; set; }
Property Value
Type Description
System.Boolean
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bWindowFocusable

Declaration
public bool bWindowFocusable { get; set; }
Property Value
Type Description
System.Boolean
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CurrentDrawSize

The actual draw size, this changes based on DrawSize - or the desired size of the widget if bDrawAtDesiredSize is true.

Declaration
public IntPoint CurrentDrawSize { get; set; }
Property Value
Type Description
IntPoint
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CylinderArcAngle

Curvature of a cylindrical widget in degrees.

Declaration
public float CylinderArcAngle { get; set; }
Property Value
Type Description
System.Single
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static WidgetComponent DefaultObject { get; }
Property Value
Type Description
WidgetComponent
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DrawSize

The size of the displayed quad.

Declaration
public IntPoint DrawSize { get; set; }
Property Value
Type Description
IntPoint
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LayerZOrder

ZOrder the layer will be created on, note this only matters on the first time a new layer is created, subsequent additions to the same layer will use the initially defined ZOrder

Declaration
public int LayerZOrder { get; set; }
Property Value
Type Description
System.Int32
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MaskedMaterial

The material instance for masked widget components.

Declaration
public MaterialInterface MaskedMaterial { get; set; }
Property Value
Type Description
MaterialInterface
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MaskedMaterial_OneSided

The material instance for masked, one-sided widget components.

Declaration
public MaterialInterface MaskedMaterial_OneSided { get; set; }
Property Value
Type Description
MaterialInterface
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MaterialInstance

The dynamic instance of the material that the render target is attached to

Declaration
public MaterialInstanceDynamic MaterialInstance { get; set; }
Property Value
Type Description
MaterialInstanceDynamic
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OpacityFromTexture

Sets the amount of opacity from the widget's UI texture to use when rendering the translucent or masked UI to the viewport (0.0-1.0)

Declaration
public float OpacityFromTexture { get; set; }
Property Value
Type Description
System.Single
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OpaqueMaterial

The material instance for opaque widget components

Declaration
public MaterialInterface OpaqueMaterial { get; set; }
Property Value
Type Description
MaterialInterface
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OpaqueMaterial_OneSided

The material instance for opaque, one-sided widget components

Declaration
public MaterialInterface OpaqueMaterial_OneSided { get; set; }
Property Value
Type Description
MaterialInterface
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OwnerPlayer

The owner player for a widget component, if this widget is drawn on the screen, this controls what player's screen it appears on for split screen, if not set, users player 0.

Declaration
public LocalPlayer OwnerPlayer { get; set; }
Property Value
Type Description
LocalPlayer
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Pivot

The Alignment/Pivot point that the widget is placed at relative to the position.

Declaration
public Vector2D Pivot { get; set; }
Property Value
Type Description
Vector2D
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RedrawTime

The time in between draws, if 0 - we would redraw every frame.

Declaration
public float RedrawTime { get; set; }
Property Value
Type Description
System.Single
Remarks

If 1, we would redraw every second. This will work with bManuallyRedraw as well. So you can say, manually redraw, but only redraw at this maximum rate.

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RenderTarget

The target to which the user widget is rendered

Declaration
public TextureRenderTarget2D RenderTarget { get; set; }
Property Value
Type Description
TextureRenderTarget2D
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SharedLayerName

Layer Name the widget will live on

Declaration
public Name SharedLayerName { get; set; }
Property Value
Type Description
Name
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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TickWhenOffscreen

Declaration
public bool TickWhenOffscreen { get; set; }
Property Value
Type Description
System.Boolean
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TintColorAndOpacity

Tint color and opacity for this component

Declaration
public LinearColor TintColorAndOpacity { get; set; }
Property Value
Type Description
LinearColor
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TranslucentMaterial

The material instance for translucent widget components

Declaration
public MaterialInterface TranslucentMaterial { get; set; }
Property Value
Type Description
MaterialInterface
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TranslucentMaterial_OneSided

The material instance for translucent, one-sided widget components

Declaration
public MaterialInterface TranslucentMaterial_OneSided { get; set; }
Property Value
Type Description
MaterialInterface
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Widget

The User Widget object displayed and managed by this component

Declaration
public UserWidget Widget { get; set; }
Property Value
Type Description
UserWidget
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WidgetClass

The class of User Widget to create and display an instance of

Declaration
public SubclassOf<UserWidget> WidgetClass { get; set; }
Property Value
Type Description
SubclassOf<UserWidget>

Methods

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GetDrawSize()

@return The draw size of the quad in the world

Declaration
public Vector2D GetDrawSize()
Returns
Type Description
Vector2D
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GetMaterialInstance()

@return The dynamic material instance used to render the user widget

Declaration
public MaterialInstanceDynamic GetMaterialInstance()
Returns
Type Description
MaterialInstanceDynamic
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GetOwnerPlayer()

Gets the local player that owns this widget component.

Declaration
public LocalPlayer GetOwnerPlayer()
Returns
Type Description
LocalPlayer
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GetRenderTarget()

@return The render target to which the user widget is rendered

Declaration
public TextureRenderTarget2D GetRenderTarget()
Returns
Type Description
TextureRenderTarget2D
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GetUserWidgetObject()

@return The user widget object displayed by this component

Declaration
public UserWidget GetUserWidgetObject()
Returns
Type Description
UserWidget
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New(UObject, Name)

Spawn an object of this class

Declaration
public static WidgetComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
WidgetComponent
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RequestRedraw()

Requests that the widget be redrawn.

Declaration
public void RequestRedraw()
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SetBackgroundColor(LinearColor)

Sets the background color and opacityscale for this widget

Declaration
public void SetBackgroundColor(LinearColor NewBackgroundColor)
Parameters
Type Name Description
LinearColor NewBackgroundColor
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SetDrawSize(Vector2D)

Sets the draw size of the quad in the world

Declaration
public void SetDrawSize(Vector2D Size)
Parameters
Type Name Description
Vector2D Size
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SetManuallyRedraw(Boolean)

@see bManuallyRedraw

Declaration
public void SetManuallyRedraw(bool bUseManualRedraw)
Parameters
Type Name Description
System.Boolean bUseManualRedraw
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SetOwnerPlayer(LocalPlayer)

Sets the local player that owns this widget component.

Declaration
public void SetOwnerPlayer(LocalPlayer LocalPlayer)
Parameters
Type Name Description
LocalPlayer LocalPlayer
Remarks

Setting the owning player controls which player's viewport the widget appears on in a split screen scenario. Additionally it forwards the owning player to the actual UserWidget that is spawned.

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SetTintColorAndOpacity(LinearColor)

Sets the tint color and opacity scale for this widget

Declaration
public void SetTintColorAndOpacity(LinearColor NewTintColorAndOpacity)
Parameters
Type Name Description
LinearColor NewTintColorAndOpacity
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SetWidget(UserWidget)

Sets the widget to use directly.

Declaration
public void SetWidget(UserWidget Widget)
Parameters
Type Name Description
UserWidget Widget
Remarks

This function will keep track of the widget till the next time it's called with either a newer widget or a nullptr

Operators

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Implicit(IntPtr to WidgetComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator WidgetComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
WidgetComponent
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