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UE3:UIEvent (UT3)
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| Object >> SequenceObject >> SequenceOp >> SequenceEvent >> UIEvent |
Contents |
- Package:
- Engine
- Direct subclasses:
- UIEvent_Initialized, UIEvent_MetaObject, UIEvent_OnClick, UIEvent_OnDoubleClick, UIEvent_ProcessInput, UIEvent_Scene, UIEvent_State, UIEvent_SubmitData, UIEvent_TabControl, UIEvent_ValueChanged, UTUIEvent
- This class in other games:
- UDK
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Abstract base class for UI events. A UIEvent is some event that a widget can respond to. It could be an input event such as a button press, or a system event such as receiving data from a remote system. UIEvents are generally not bound to a particular type of widget; programmers choose which events are available to widgets, and artists decide which events to implement.
Features: Able to execute multiple actions when the event is called. Able to operate on multiple widgets simultaneously.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
[edit] Properties
[edit] bPropagateEvent
Type: bool
Indicates whether this activation of this event type should be propagated up the parent chain.
Default value: True
[edit] bShouldRegisterEvent
Type: bool
Indicates whether this event should be added to widget sequences. Used for special-case handling of certain types of events.
Default value: True
[edit] Description
Type: string
Modifiers: localized
a short description of what this event does - displayed as a tooltip in the editor when the user hovers over this event in the editor
[edit] EventActivator
Type: Object
the object that initiated this event; specific to each event
[edit] EventOwner
Type: UIScreenObject
Modifiers: noimport
the widget that contains this event
[edit] Default values
| Property | Value | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| bClientSideOnly | True | ||||||||||||||
| MaxTriggerCount | 0 | ||||||||||||||
| ObjCategory | "UI" | ||||||||||||||
| ObjClassVersion | 2 | ||||||||||||||
| VariableLinks[0] |
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| VariableLinks[1] |
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| VariableLinks[2] |
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[edit] Delegates
[edit] AllowEventActivation
Allows script-only child classes or other objects to include additional logic for determining whether this event is eligible for activation.
Parameters:
- ControllerIndex - the index of the player that activated this event
- InEventOwner - the widget that owns this UIEvent
- InEventActivator - an optional object that can be used for various purposes in UIEvents; typically the widget that triggered the event activation.
- bActivateImmediately - TRUE if the caller wishes to perform immediate activation.
- IndicesToActivate - indexes of the elements [into the Output array] that are going to be activated. If empty, all output links will be activated
Returns:
- TRUE if this event can be activated
[edit] Functions
[edit] Native functions
[edit] ActivateUIEvent
Activates this UIEvent, adding it the list of active sequence operations in the owning widget's EventProvider
Parameters:
- ControllerIndex - the index of the player that activated this event
- InEventOwner - the widget that contains this UIEvent
- InEventActivator - an optional object that can be used for various purposes in UIEvents
- bActivateImmediately - if TRUE, the event will be activated immediately, rather than deferring activation until the next tick
- IndicesToActivate - Indexes into this UIEvent's Output array to activate. If not specified, all output links will be activated
Returns:
- TRUE if this event was successfully activated
Note: noexport so that the native function header can take a TArray<INT> pointer as the last parameter
[edit] CanBeActivated
Determines whether this UIAction can be activated.
Parameters:
- ControllerIndex - the index of the player that activated this event
- InEventOwner - the widget that contains this UIEvent
- InEventActivator - an optional object that can be used for various purposes in UIEvents
- bActivateImmediately - specify true to indicate that we'd like to know whether this event can be activated immediately
- IndicesToActivate - Indexes into this UIEvent's Output array to activate. If not specified, all output links will be activated
Returns:
- TRUE if this event can be activated
Note: noexport so that the native function header can take a TArray<INT> pointer as the last parameter
[edit] ConditionalActivateUIEvent
Activates this event if CanBeActivated returns TRUE.
Parameters:
- ControllerIndex - the index of the player that activated this event
- InEventOwner - the widget that contains this UIEvent
- InEventActivator - an optional object that can be used for various purposes in UIEvents
- bActivateImmediately - if TRUE, the event will be activated immediately, rather than deferring activation until the next tick
- IndicesToActivate - Indexes into this UIEvent's Output array to activate. If not specified, all output links will be activated
Returns:
- TRUE if this event was successfully activated
Note: noexport so that the native function header can take a TArray<INT> pointer as the last parameter
[edit] GetOwner
Returns the widget that contains this UIEvent.
[edit] GetOwnerScene
Returns the scene that contains this UIEvent.
[edit] Events
[edit] IsValidLevelSequenceObject
Overrides: SequenceObject.IsValidLevelSequenceObject
Determines whether this class should be displayed in the list of available ops in the level kismet editor.
Returns:
- TRUE if this sequence object should be available for use in the level kismet editor
[edit] IsValidUISequenceObject
Overrides: SequenceObject.IsValidUISequenceObject
Determines whether this class should be displayed in the list of available ops in the UI's kismet editor.
Parameters:
- TargetObject - the widget that this SequenceObject would be attached to.
Returns:
- TRUE if this sequence object should be available for use in the UI kismet editor
[edit] ShouldAlwaysInstance
Allows events to override the default behavior of not instancing event templates during the game (@see UIComp_Event::InstanceEventTemplates); by default, events templates declared in widget defaultproperties are only instanced if the template definition contains linked ops. If your event class performs some other actions which affect the game when it's activated, you can use this function to force the UI to instance this event for widgets created at runtime in the game.
Returns:
- return TRUE to force the UI to always instance event templates of this event type, even if there are no linked ops.
