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