My program doesn't have bugs. It just develops random features.

UE3:UIComp_DrawComponents (UDK)

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UDK Object >> Component >> UIComponent >> UIComp_DrawComponents
Package: 
Engine
Within class: 
UIObject
Direct subclasses:
UIComp_DrawImage, UIComp_DrawString
This class in other games:
UT3
Added support for pulsing and fading the drawing components. It adds an UpdateFade() function that

will return the current fade value giving the deltatime. The child is responsible for called SetOpacity()

passing in whatever value is included. This is possibly a temporary solution

Properties[edit]

Property group 'Rendering'[edit]

FadeAlpha[edit]

Type: float

Modifiers: transient


FadeTarget[edit]

Type: float

Modifiers: transient


FadeTime[edit]

Type: float

Modifiers: transient


FadeType[edit]

Type: EFadeType

Modifiers: transient

Where the fade is going

Internal variables[edit]

FadeRate[edit]

Type: float

Modifiers: transient

Used for pulsing. This is the rate at which it will occur

LastRenderTime[edit]

Type: float

Modifiers: transient

Used to create a delta for fading

Enums[edit]

EFadeType[edit]

EFT_None 
No fading, Opacity will
EFT_Fading 
Fading to a specific Alpha
EFT_Pulsing 
Pulsing between Alpha 0.0 and FadeTarget

Delegates[edit]

OnFadeComplete[edit]

delegate OnFadeComplete (UIComp_DrawComponents Sender)

OnFadeComplete will be called as soon as the fade has been completed

Native functions[edit]

Fade[edit]

function final native Fade (float FromAlpha, float ToAlpha, float TargetFadeTime)

How Much Longer until we reach the target Alpha

Pulse[edit]

function final native Pulse (optional float MaxAlpha, optional float MinAlpha, optional float PulseRate)


ResetFade[edit]

function final native ResetFade ()