Always snap to grid
UE3:UIRoot enums (UT3)
Contents
- 1 Enums
- 1.1 EColumnHeaderState
- 1.2 EMaterialAdjustmentType
- 1.3 ENavigationLinkType
- 1.4 EPositionEvalType
- 1.5 ERotationAnchor
- 1.6 EScreenInputMode
- 1.7 ESplitscreenRenderMode
- 1.8 ETextAutoScaleMode
- 1.9 ETextClipMode
- 1.10 EUIAlignment
- 1.11 EUIAspectRatioConstraint
- 1.12 EUIAutoSizeConstraintType
- 1.13 EUIDataProviderFieldType
- 1.14 EUIDefaultPenColor
- 1.15 EUIDockPaddingEvalType
- 1.16 EUIExtentEvalType
- 1.17 EUIListElementState
- 1.18 EUIOrientation
- 1.19 EUIWidgetFace
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Enums[edit]
EColumnHeaderState[edit]
The different states for a list column header
- COLUMNHEADER_Normal
- (Normal in UnrealEd) this column is not being used to sort list elements
- COLUMNHEADER_PrimarySort
- this column is used as the primary sort key for the list elements
- COLUMNHEADER_SecondarySort
- this column is used as the secondary sort key for the list elements
EMaterialAdjustmentType[edit]
The type of adjustment to apply to a material.
- ADJUST_None
- (Clipped in UnrealEd) no modification to material - if material is larger than target dimension, material is clipped
- ADJUST_Normal
- (Scaled in UnrealEd) material will be scaled to fit the target dimension
- ADJUST_Justified
- (Uniformly Scaled in UnrealEd) material will be scaled to fit the target dimension, maintaining aspect ratio
- ADJUST_Bound
- (Bound in UnrealEd) target's dimensions will be adjusted to match material dimension
- ADJUST_Stretch
- (Stretched in UnrealEd) material will be stretched to fit target dimension
[edit]
Types of navigation targets
- NAVLINK_Automatic
- navigation link that was set programmatically by RebuildNavigationLinks
- NAVLINK_Manual
- navigation link that was set by the designer in the UI Editor
EPositionEvalType[edit]
method to use for resolving a UIScreenValue
- EVALPOS_None
- no conversion
- EVALPOS_PixelViewport
- the value should be evaluated as an actual pixel value
- EVALPOS_PixelScene
- the value should be evaluated as a pixel offset from the owning widget's scene's position
- EVALPOS_PixelOwner
- the value should be evaluated as a pixel offset from the owning widget's position
- EVALPOS_PercentageViewport
- the value should be evaluated as a percentage of the viewport
- EVALPOS_PercentageOwner
- the value should be evaluated as a percentage of the owning widget's position
- EVALPOS_PercentageScene
- the value should be evaluated as a percentage of the owning widget's scene
ERotationAnchor[edit]
Different presets to use for the rotation anchor's position
- RA_Absolute
- Use the anchor's configured location
- RA_Center
- Position the anchor at the center of the widget's bounds
- RA_PivotLeft
- Position the anchor equidistant from the left, top, and bottom edges. Useful for widgets which will be rotated
by right angles because it keeps those faces in the same relative screen positions
- RA_PivotRight
- Position the anchor equidistant from the right, top, and bottom edges. Useful for widgets which will be rotated
by right angles because it keeps those faces in the same relative screen positions
- RA_PivotTop
- Position the anchor equidistant from the left, top, and right edges. Useful for widgets which will be rotated
by right angles because it keeps those faces in the same relative screen positions
- RA_PivotBottom
- Position the anchor equidistant from the left, bottom, and right edges. Useful for widgets which will be rotated
by right angles because it keeps those faces in the same relative screen positions
- RA_UpperLeft
- Position the anchor at the upper left corner of the widget's bounds
- RA_UpperRight
- Position the anchor at the upper right corner of the widget's bounds
- RA_LowerLeft
- Position the anchor at the lower left corner of the widget's bounds
- RA_LowerRight
- Position the anchor at the lower right corner of the widget's bounds
EScreenInputMode[edit]
The types of split-screen input modes that are supported for UI scenes. These control what a UIScene does when it receives input from multiple gamepads at once.
Note: the order of the values in this enum should not be changed.
- INPUTMODE_None
- This scene doesn't process input at all. Useful for optimizing input processing for scenes which don't process any input,
such as HUD scenes.
- INPUTMODE_Locked
- Simultaneous inputs are not supported in this scene. Only input from the gamepad that is associated with
this scene will be processed. Input from other gamepads will be ignored and swallowed. This is the most common input mode.
- INPUTMODE_MatchingOnly
- Similar to INPUTMODE_Locked, except that input from gamepads not associated with this scene is passed to the
next scene in the stack. Used for e.g. profile selection scenes where each player can open their own profile selection menu.
- INPUTMODE_ActiveOnly
- Similar to INPUTMODE_Free, except that input is only accepted from active gamepads which are associated with a
player. All input and focus is treated as though it came from the same gamepad, regardless of where it came from. Allows any active player to interact with this screen.
- INPUTMODE_Free
- Any active gamepad can interact with this menu, even if it isn't associated with a player.
Used for menus which allow additional players to become active, such as the character selection menu.
- INPUTMODE_Simultaneous
- Input from any active gamepad will be processed by this scene. The scene contains a unique set of controls
for each active gamepad, and those controls only respond to input from the gamepad they're associated with. Used for scenes where all players should be able to interact with the same controls in the scene (such as a character selection menu in most fighting games)
ESplitscreenRenderMode[edit]
Types of split-screen rendering layouts that scenes can use.
- SPLITRENDER_Fullscreen
- (Fullscreen in UnrealEd) The scene is always rendered using the full screen; it will span across the viewport regions for the splitscreen players.
- SPLITRENDER_PlayerOwner
- (Player Viewport in UnrealEd) The scene is rendered according to the player associated with the scene. If no player is associated with the scene, the scene
will be rendered fullscreen. If a player is associated with the scene (by specifying a PlayerOwner when opening the scene), the scene will be rendered within that player's viewport region.
ETextAutoScaleMode[edit]
Different types of autoscaling supported
- UIAUTOSCALE_None
- (Disabled in UnrealEd) No autoscaling
- UIAUTOSCALE_Normal
- (Standard in UnrealEd) scale the text to fit into the bounding region
- UIAUTOSCALE_Justified
- (Justified (maintain aspect ratio) in UnrealEd) same as UIAUTOSCALE_Normal, but maintains the same aspect ratio
- UIAUTOSCALE_ResolutionBased
- (Resolution Scaled in UnrealEd) scaled based on the ratio between the resolution the content was authored at and the current resolution
ETextClipMode[edit]
Determines how text should be handled when the text overflows its bounds
- CLIP_None
- (Overdraw in UnrealEd) all text is drawn, even if it is outside the bounding region
- CLIP_Normal
- (Clipped in UnrealEd) text outside the region should be clipped
- CLIP_Ellipsis
- (Ellipsis in UnrealEd) replace the last few visible characters with ellipsis to indicate that more text follows
- CLIP_Wrap
- (Wrapped in UnrealEd) wrap the text to the next line
EUIAlignment[edit]
used for specifying alignment for UIObjects and operations
- UIALIGN_Left
- (Left/Top in UnrealEd) left or top alignment
- UIALIGN_Center
- (Center in UnrealEd) center alignment
- UIALIGN_Right
- (Right/Bottom in UnrealEd) right or bottom alignment
- UIALIGN_Default
- (Inherit/Other in UnrealEd) default alignment value
EUIAspectRatioConstraint[edit]
The types of aspect ratio constraint adjustments supported
- UIASPECTRATIO_AdjustNone
- (None in UnrealEd) Indicates that no aspect ratio constraint adjustment is active
- UIASPECTRATIO_AdjustWidth
- (Adjust Width in UnrealEd) Indicates that the width will be adjusted to be a product of the height (most common)
- UIASPECTRATIO_AdjustHeight
- (Adjust Height in UnrealEd) Indicates that the height should be adjusted as a product of the width (rarely used)
EUIAutoSizeConstraintType[edit]
the different types of auto-size extent values
- UIAUTOSIZEREGION_Minimum
- (Minimum in UnrealEd) the minimum size that the region can be auto-sized to
- UIAUTOSIZEREGION_Maximum
- (Maximum in UnrealEd) the maximum size that the region can be auto-sized to
EUIDataProviderFieldType[edit]
Data field categorizations.
- DATATYPE_Property
- (Property in UnrealEd) this tag represents a bindable data field that corresponds to a simple data type
- DATATYPE_Provider
- (Internal Provider in UnrealEd) this tag represents an internal data provider; cannot be bound to a widget
- DATATYPE_RangeProperty
- (Range Property in UnrealEd) this tag represents a field that can only be represented by widgets that can display range values, such as
sliders, progress bars, and spinners.
- DATATYPE_Collection
- (Array in UnrealEd) this tag represents a bindable array data field; can be bound to lists or individual elements can be bound to widgets
- DATATYPE_ProviderCollection
- (Array Of Providers in UnrealEd) this tag represents an array of internal data providers. Can be bound to lists or the properties for individual elements
can be bound to widgets
EUIDefaultPenColor[edit]
The types of default textures the UI can use
- UIPEN_White
- UIPEN_Black
- UIPEN_Grey
EUIDockPaddingEvalType[edit]
method to use for resolving dock padding values
- UIPADDINGEVAL_Pixels
- (Pixels in UnrealEd) the value should be interpreted as an actual pixel value
- UIPADDINGEVAL_PercentTarget
- (Percentage of dock target size in UnrealEd) the value should be interpreted as a percentage of the dock target's size
- UIPADDINGEVAL_PercentOwner
- (Percentage of owning widget size in UnrealEd) the value should be interpreted as a percentage of the owner's size
- UIPADDINGEVAL_PercentScene
- (Percentage of scene in UnrealEd) the value should be interpreted as a percentage of the scene's size
- UIPADDINGEVAL_PercentViewport
- (Percentage of viewport in UnrealEd) the value should be interpreted as a percentage of the viewport's size
EUIExtentEvalType[edit]
method to use for resolving a UIAutoSizeRegion's values
- UIEXTENTEVAL_Pixels
- (Pixels in UnrealEd) the value should be interpreted as an actual pixel value
- UIEXTENTEVAL_PercentSelf
- (Percentage of owning widget size in UnrealEd) the value should be interpreted as a percentage of the owner's size
- UIEXTENTEVAL_PercentOwner
- (Percentage of widget parent size in UnrealEd) the value should be interpreted as a percentage of the size of the owning widget's parent
- UIEXTENTEVAL_PercentScene
- (Percentage of scene in UnrealEd) the value should be interpreted as a percentage of the scene's size
- UIEXTENTEVAL_PercentViewport
- (Percentage of viewport in UnrealEd) the value should be interpreted as a percentage of the viewport's size
EUIListElementState[edit]
Represents the state of an item in a UIList.
- ELEMENT_Normal
- (Normal in UnrealEd) normal element in the list
- ELEMENT_Active
- (Active in UnrealEd) element corresponds to the list's index
- ELEMENT_Selected
- (Selected in UnrealEd) element is current selected
- ELEMENT_UnderCursor
- (Under Cursor in UnrealEd) the cursor is currently over the element
EUIOrientation[edit]
general orientation for UIObjects
- UIORIENT_Horizontal
- (Horizontal in UnrealEd)
- UIORIENT_Vertical
- (Vertical in UnrealEd)
EUIWidgetFace[edit]
The faces a widget may contain.
- UIFACE_Left
- (Left in UnrealEd)
- UIFACE_Top
- (Top in UnrealEd)
- UIFACE_Right
- (Right in UnrealEd)
- UIFACE_Bottom
- (Bottom in UnrealEd)