Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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Provides a list of events that a widget can process. The outer for a UIComp_Event MUST be a UIScreenObject. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Events which should be implemented for this widget by default. For example, a button should respond to mouse clicks without requiring the designer to attach a UIEvent_ProcessClick event to every button. To accomplish this, in the UIButton class's defaultproperties you would define a UIEvent_ButtonClick object using a subobject definition, then add that event to the DefaultEvents array for the EventProvider of the UIButton class. Since this property will almost always have values assigned in defaults (via the subobject definition for this object) it isn't marked instanced (see the
Note: in the next comment). Instead, these objects will be manually instanced when a new widget is created.
List of disabled UI event aliases that will not have their input subscribed.
The sequence that contains the events implemented for this widget.
Note: do not give this variable a default value, or each time a UIComp_Event object is loaded from disk, StaticConstructObject (well, really InitProperties) will construct an object of this type that will be immediately overwritten when the UIComp_Event object is serialized from disk.
The UIEvent responsible for routing input key events to kismet actions. Created at runtime whenever input keys are registered with the owning wiget.
Adds the input events for the specified state to the owning scene's InputEventSubscribers
- InputEventOwner - the state that contains the input keys that should be registered with the scene
- PlayerIndex - the index of the player to register the input keys for
Removes the input events for the specified state from the owning scene's InputEventSubscribers
- InputEventOwner - the state that contains the input keys that should be removed from the scene
- PlayerIndex - the index of the player to unregister input keys for