Class WidgetInteractionComponent
This is a component to allow interaction with the Widget Component.
Inheritance
System.Object
WidgetInteractionComponent
Inherited Members
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)
Assembly: UE4DotNet.dll
public class WidgetInteractionComponent : SceneComponent
Properties
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The arrow component we show at editor time.
Declaration
public ArrowComponent ArrowComponent { get; set; }
Property Value
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Declaration
public bool bEnableHitTesting { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Declaration
public bool bIsHoveredWidgetFocusable { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Declaration
public bool bIsHoveredWidgetHitTestVisible { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Declaration
public bool bIsHoveredWidgetInteractable { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Declaration
public bool bShowDebug { get; set; }
Property Value
Type |
Description |
System.Boolean |
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Stores the custom hit result set by the player.
Declaration
public HitResult CustomHitResult { get; set; }
Property Value
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Determines the color of the debug lines.
Declaration
public LinearColor DebugColor { get; set; }
Property Value
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Get UE4 Default Object for this Class
Declaration
public static WidgetInteractionComponent DefaultObject { get; }
Property Value
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The widget component we're currently hovering over.
Declaration
public WidgetComponent HoveredWidgetComponent { get; set; }
Property Value
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The distance in game units the component should be able to interact with a widget component.
Declaration
public float InteractionDistance { get; set; }
Property Value
Type |
Description |
System.Single |
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The last hit result we used.
Declaration
public HitResult LastHitResult { get; set; }
Property Value
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The last 2D location on the widget component that was hit.
Declaration
public Vector2D LastLocalHitLocation { get; set; }
Property Value
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The 2D location on the widget component that was hit.
Declaration
public Vector2D LocalHitLocation { get; set; }
Property Value
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Each user virtual controller or virtual finger tips being simulated should use a different pointer index.
Declaration
public float PointerIndex { get; set; }
Property Value
Type |
Description |
System.Single |
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Declaration
public static Class StaticClass { get; }
Property Value
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The trace channel to use when tracing for widget components in the world.
Declaration
public byte TraceChannel { get; set; }
Property Value
Type |
Description |
System.Byte |
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Represents the Virtual User Index.
Declaration
public int VirtualUserIndex { get; set; }
Property Value
Type |
Description |
System.Int32 |
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Methods
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Gets the last hit location on the widget in 2D, local pixel units of the render target.
Declaration
public Vector2D Get2DHitLocation()
Returns
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Get the currently hovered widget component.
Declaration
public WidgetComponent GetHoveredWidgetComponent()
Returns
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Gets the last hit result generated by the component. Returns the custom hit result if that was set.
Declaration
public void GetLastHitResult(HitResult ReturnValue)
Parameters
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Returns true if a widget under the hit result is focusable.
Declaration
public bool IsOverFocusableWidget()
Returns
Type |
Description |
System.Boolean |
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Returns true if a widget under the hit result is has a visibility that makes it hit test
visible.
Declaration
public bool IsOverHitTestVisibleWidget()
Returns
Type |
Description |
System.Boolean |
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Returns true if a widget under the hit result is interactive.
Declaration
public bool IsOverInteractableWidget()
Returns
Type |
Description |
System.Boolean |
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Spawn an object of this class
Declaration
public static WidgetInteractionComponent New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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Does both the press and release of a simulated keyboard key.
Declaration
public bool PressAndReleaseKey(Key Key)
Parameters
Type |
Name |
Description |
Key |
Key |
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Returns
Type |
Description |
System.Boolean |
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Press a key as if it had come from the keyboard.
Declaration
public bool PressKey(Key Key, bool bRepeat)
Parameters
Type |
Name |
Description |
Key |
Key |
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System.Boolean |
bRepeat |
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Returns
Type |
Description |
System.Boolean |
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Presses a key as if the mouse/pointer were the source of it.
Declaration
public void PressPointerKey(Key Key)
Parameters
Type |
Name |
Description |
Key |
Key |
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Releases a key as if it had been released by the keyboard.
Declaration
public bool ReleaseKey(Key Key)
Parameters
Type |
Name |
Description |
Key |
Key |
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Returns
Type |
Description |
System.Boolean |
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Releases a key as if the mouse/pointer were the source of it.
Declaration
public void ReleasePointerKey(Key Key)
Parameters
Type |
Name |
Description |
Key |
Key |
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Sends a scroll wheel event to the widget under the last hit result.
Declaration
public void ScrollWheel(float ScrollDelta)
Parameters
Type |
Name |
Description |
System.Single |
ScrollDelta |
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Transmits a list of characters to a widget by simulating a OnKeyChar event for each key listed in
the string.
Declaration
public bool SendKeyChar(string Characters, bool bRepeat)
Parameters
Type |
Name |
Description |
System.String |
Characters |
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System.Boolean |
bRepeat |
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Returns
Type |
Description |
System.Boolean |
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Set custom hit result. This is only taken into account if InteractionSource is set to EWidgetInteractionSource::Custom.
Declaration
public void SetCustomHitResult(HitResult HitResult)
Parameters
Operators
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Convert from IntPtr to UObject
Declaration
public static implicit operator WidgetInteractionComponent(IntPtr p)
Parameters
Type |
Name |
Description |
System.IntPtr |
p |
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Returns