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Class WidgetInteractionComponent

This is a component to allow interaction with the Widget Component.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
WidgetInteractionComponent
Inherited Members
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 WidgetInteractionComponent : SceneComponent
Remarks

This class allows you to simulate a sort of laser pointer device, when it hovers over widgets it will send the basic signals to show as if the mouse were moving on top of it. You'll then tell the component to simulate key presses, like Left Mouse, down and up, to simulate a mouse click.

Properties

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ArrowComponent

The arrow component we show at editor time.

Declaration
public ArrowComponent ArrowComponent { get; set; }
Property Value
Type Description
ArrowComponent
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bEnableHitTesting

Declaration
public bool bEnableHitTesting { get; set; }
Property Value
Type Description
System.Boolean
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bIsHoveredWidgetFocusable

Declaration
public bool bIsHoveredWidgetFocusable { get; set; }
Property Value
Type Description
System.Boolean
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bIsHoveredWidgetHitTestVisible

Declaration
public bool bIsHoveredWidgetHitTestVisible { get; set; }
Property Value
Type Description
System.Boolean
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bIsHoveredWidgetInteractable

Declaration
public bool bIsHoveredWidgetInteractable { get; set; }
Property Value
Type Description
System.Boolean
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bShowDebug

Declaration
public bool bShowDebug { get; set; }
Property Value
Type Description
System.Boolean
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CustomHitResult

Stores the custom hit result set by the player.

Declaration
public HitResult CustomHitResult { get; set; }
Property Value
Type Description
HitResult
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DebugColor

Determines the color of the debug lines.

Declaration
public LinearColor DebugColor { get; set; }
Property Value
Type Description
LinearColor
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static WidgetInteractionComponent DefaultObject { get; }
Property Value
Type Description
WidgetInteractionComponent
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HoveredWidgetComponent

The widget component we're currently hovering over.

Declaration
public WidgetComponent HoveredWidgetComponent { get; set; }
Property Value
Type Description
WidgetComponent
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InteractionDistance

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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LastHitResult

The last hit result we used.

Declaration
public HitResult LastHitResult { get; set; }
Property Value
Type Description
HitResult
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LastLocalHitLocation

The last 2D location on the widget component that was hit.

Declaration
public Vector2D LastLocalHitLocation { get; set; }
Property Value
Type Description
Vector2D
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LocalHitLocation

The 2D location on the widget component that was hit.

Declaration
public Vector2D LocalHitLocation { get; set; }
Property Value
Type Description
Vector2D
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PointerIndex

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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StaticClass

Get UE4 Class

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

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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VirtualUserIndex

Represents the Virtual User Index.

Declaration
public int VirtualUserIndex { get; set; }
Property Value
Type Description
System.Int32
Remarks

Each virtual user should be represented by a different index number, this will maintain separate capture and focus states for them. Each controller or finger-tip should get a unique PointerIndex.

Methods

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Get2DHitLocation()

Gets the last hit location on the widget in 2D, local pixel units of the render target.

Declaration
public Vector2D Get2DHitLocation()
Returns
Type Description
Vector2D
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GetHoveredWidgetComponent()

Get the currently hovered widget component.

Declaration
public WidgetComponent GetHoveredWidgetComponent()
Returns
Type Description
WidgetComponent
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GetLastHitResult(HitResult)

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
Type Name Description
HitResult ReturnValue
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IsOverFocusableWidget()

Returns true if a widget under the hit result is focusable.

Declaration
public bool IsOverFocusableWidget()
Returns
Type Description
System.Boolean
Remarks

e.g. Slate widgets that return true for SupportsKeyboardFocus().

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IsOverHitTestVisibleWidget()

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
Remarks

e.g. Slate widgets that return true for GetVisibility().IsHitTestVisible().

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IsOverInteractableWidget()

Returns true if a widget under the hit result is interactive.

Declaration
public bool IsOverInteractableWidget()
Returns
Type Description
System.Boolean
Remarks

e.g. Slate widgets that return true for IsInteractable().

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New(UObject, Name)

Spawn an object of this class

Declaration
public static WidgetInteractionComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
WidgetInteractionComponent
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PressAndReleaseKey(Key)

Does both the press and release of a simulated keyboard key.

Declaration
public bool PressAndReleaseKey(Key Key)
Parameters
Type Name Description
Key Key
Returns
Type Description
System.Boolean
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PressKey(Key, Boolean)

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
System.Boolean bRepeat
Returns
Type Description
System.Boolean
Remarks

Avoid using this for 'a-z|A-Z', things like the Editable Textbox in Slate expect OnKeyChar to be called to signal a specific character being send to the widget. So for those cases you should use SendKeyChar.

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PressPointerKey(Key)

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
Remarks

Normally you would just use Left/Right mouse button for the Key. However - advanced uses could also be imagined where you send other keys to signal widgets to take special actions if they're under the cursor.

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ReleaseKey(Key)

Releases a key as if it had been released by the keyboard.

Declaration
public bool ReleaseKey(Key Key)
Parameters
Type Name Description
Key Key
Returns
Type Description
System.Boolean
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ReleasePointerKey(Key)

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
Remarks

Normally you would just use Left/Right mouse button for the Key. However - advanced uses could also be imagined where you send other keys to signal widgets to take special actions if they're under the cursor.

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ScrollWheel(Single)

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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SendKeyChar(String, Boolean)

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
System.Boolean bRepeat
Returns
Type Description
System.Boolean
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SetCustomHitResult(HitResult)

Set custom hit result. This is only taken into account if InteractionSource is set to EWidgetInteractionSource::Custom.

Declaration
public void SetCustomHitResult(HitResult HitResult)
Parameters
Type Name Description
HitResult HitResult

Operators

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Implicit(IntPtr to WidgetInteractionComponent)

Convert from IntPtr to UObject

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