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UE3:UTUI_HudWidget (UT3)

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(Redirected from UE3:EAnimPropType (UT3))
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UT3 Object >> UIRoot >> UIScreenObject >> UIObject >> UTUI_Widget >> UTUI_HudWidget

Contents

Package: 
UTGame
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

These widgets are just for use in the hud.

[edit] Properties

[edit] Property group 'Animation'

[edit] Animations

Type: array<WidgetAnimation>

Modifiers: editinline


[edit] Property group 'Visibility'

[edit] bVisibleAfterMatch

Type: bool


Default value: True

[edit] bVisibleBeforeMatch

Type: bool

Visibiliy Flags - These determine if the widget should be visible at a given point in the game

Default value: True

[edit] bVisibleDuringMatch

Type: bool


Default value: True

[edit] bVisibleWhileSpectating

Type: bool


Default value: True

[edit] Internal variables

[edit] bManualVisibility

Type: bool

If true, this widget will manage it's own visibily

[edit] OpacityTarget

Type: float

What is the Target opacity for this Widget

Default value: 1.0

[edit] OpacityTimer

Type: float

How long before we reach our target

[edit] UTHudSceneOwner

Type: UTUIScene_Hud

Cached link to the UTUIScene_Hud that owns this widget

[edit] Subobjects

[edit] WidgetEventComponent

Class: Engine.UIComp_Event

Inherits from: UTUI_Widget.WidgetEventComponent

No new values.

[edit] Enums

[edit] EAnimPropType

This is a quickly hacked in animation system for Gamers Day! It will be replaced with a real animation system in the future, do not use

EAPT_None 
EAPT_PositionLeft 
EAPT_PositionTop 

[edit] Structs

[edit] WidgetAnimation

Modifiers: native

name Tag 
EAnimPropType Property 
bool bNotifyWhenFinished 
array<WidgetAnimSequence> Sequences 
bool bIsPlaying 
int SeqIndex 
float Time 
float Value 

[edit] WidgetAnimSequence

Modifiers: native

name Tag 
float Rate 
float StartValue 
float EndValue 

[edit] Functions

[edit] Native functions

[edit] PlayAnimation

native function bool PlayAnimation (name AnimTag, name SeqTag, optional bool bForceBeginning)


[edit] StopAnimation

native function StopAnimation (name AnimTag, optional bool bForceEnd)


[edit] Events

[edit] FadeTo

event FadeTo (float NewOpacity, float NewFadeTime, optional bool bTimeFromExtent)

Calling FadeTo will cause the widget to fade to a new opacity value.

NewOpacity: The desired opacity value

NewFadeTime: How fast should we reach the value

BTimeFromExtent: If true, FadeTo will consider NewFadeTime to be "if fading from min or max it would take x seconds" and then calculate the adjusted time given the current opacity value.

[edit] PlayerOwnerIsSpectating

event bool PlayerOwnerIsSpectating ()


[edit] SetOpacity

event SetOpacity (float NewOpacity)


[edit] WidgetTick

event WidgetTick (float DeltaTime)

Fade the widget if needed

[edit] Other instance functions

[edit] bIsAnimating

function bool bIsAnimating ()


[edit] CancelAnimations

function CancelAnimations ()


[edit] GetHudOwner

function UTHUD GetHudOwner ()

Returns:

a reference to the hud that owns the scene that owns this widget