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UE3:UTUI_HudWidget (UT3)
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| Object >> UIRoot >> UIScreenObject >> UIObject >> UTUI_Widget >> UTUI_HudWidget |
Contents |
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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
[edit] Functions
[edit] Native functions
[edit] PlayAnimation
[edit] StopAnimation
[edit] Events
[edit] FadeTo
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
[edit] SetOpacity
[edit] WidgetTick
Fade the widget if needed
[edit] Other instance functions
[edit] bIsAnimating
[edit] CancelAnimations
[edit] GetHudOwner
Returns:
- a reference to the hud that owns the scene that owns this widget
