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UUIBlueprintLibrary

#include <UIBlueprintLibrary.h>

Inherits from UBlueprintFunctionLibrary

Public Functions

Name
UHudMarkerDisplayComponent * AddHudMarkerComponentToActor(AActor * Actor, [[EFaction]] VisibleToFaction, TSubclassOf< UHudMarkerDisplayComponent > Class, bool bReplicates)
void AttemptThrottledOnKilledUIActions([[EFrameThrottleBranch]] & Branches)
[[FText]] ConvertTimespanToText(FTimespan Timespan)
void FocusOnBestWidgetOrChild(UWidget * Widget)
FInputActionKeyMapping GetActionBindingFromName(FName ActionName, UObject * WorldContextObject)
UTBLScreenManager * GetActiveScreenManager(UObject * WorldContextObject)
UTBLScreenManager * GetActiveScreenManagerImpure(UObject * WorldContextObject)
void GetAllKeysFromActionBindingName(const FString & ActionName, TArray< [[FKey]] > & NonGamePad, TArray< [[FKey]] > & Gamepad, UObject * WorldContextObject)
void GetAllMapNames(TArray< FName > & OutAssetNames, const FString & MapPath)
TArray< FButtonCallout > GetButtonCallouts(UWidget * Target)
FLinearColor GetFactionColor([[EFaction]] Faction, [[ETeamUIColorType]] ColorType)
[[FText]] GetFactionName([[EFaction]] Faction)
TArray< [[EFaction]] > GetFactionOrder([[EFaction]] A, [[EFaction]] B)
[[FKey]] GetGamepadAcceptButton()
[[FKey]] GetGamepadBackButton()
FKeyDisplayInfo GetKeyDisplayInfoFromTable([[FKey]] Key, UDataTable * Table)
[[FKey]] GetKeyFromActionBindingName(const FString & ActionName, UObject * WorldContextObject)
[[FKey]] GetKeyFromAxisBindingName(const FString & ActionName, UObject * WorldContextObject)
[[FKey]] GetKeyFromButtonCallout(FButtonCallout Callout, UWidget * WorldContextObject)
[[FText]] GetKeyTextFromActionBindingName(const FString & ActionName, FInputActionKeyMapping & ActionMappingOut, bool bLongDisplayName, [[EGamepadInputMode]] InputMode, UObject * WorldContextObject)
EUINavigation GetNavigationDirectionFromAnalog(const FAnalogInputEvent & InAnalogEvent, bool & bInvalid)
EUINavigation GetNavigationDirectionFromKey(const FKeyEvent & InKeyEvent, bool & bInvalid)
UTBLLocalPlayer * GetOwningTBLLocalPlayer(UObject * Target)
ATBLPlayerController * GetOwningTBLPlayerController(UObject * Target)
bool IsHandled(const FEventReply & EventReply)
FName Key_GetFName(const [[FKey]] & Key)
[[FText]] Key_GetShortDisplayName(const [[FKey]] & Key)
FLinearColor LinearColorFromHsluv(float H, float S, float L)
void ListenForKeybindings()
FLinearColor RandomLinearColorFromHsluv(float h_min, float h_max, float s_min, float s_max, float l_min, float l_max)
void RegisterDisplayComponent(const TScriptInterface< IDisplayComponentInterface > & DisplayComponent)
void ResetAllAnimations(UUserWidget * Widget)
FEventReply RouteOnAnalogValueChanged(UWidget * Widget, const FGeometry & MyGeometry, const FAnalogInputEvent & InAnalogInputEvent)
FEventReply RouteOnKeyCharToWidget(UWidget * Widget, const FGeometry & MyGeometry, const FCharacterEvent & InCharEvent)
FEventReply RouteOnKeyDownToWidget(UWidget * Widget, const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent)
FEventReply RouteOnKeyUpToWidget(UWidget * Widget, const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent)
FEventReply RouteOnPreviewKeyDownToWidget(UWidget * Widget, const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent)
void SendGlobalGameNotification([[EGlobalGameNotificationCategory]] Category, [[FText]] Title, [[FText]] Body, FName Subcategory, UObject * Data, UObject * WorldContextObject)
void SetInputActionMode(APlayerController * InPlayerController, [[EInputActionMode]] InInputActionMode)
bool ShouldDisableWorkInProgressFeatures()
void StopListeningForKeybindings()
UUIBlueprintLibrary()
void UnregisterDisplayComponent(const TScriptInterface< IDisplayComponentInterface > & DisplayComponent)

Updated on 2025-01-21 at 09:02:25 +0100