I love the smell of UnrealEd crashing in the morning. – tarquin
- Direct subclasses:
- UIMessageBoxBase, UIPrefabScene, UIScriptConsoleScene, UTUIScene
- This class in other games:
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Outermost container for a group of widgets. The relationship between UIScenes and widgets is very similar to the relationship between maps and the actors placed in a map, in that all UIObjects must be contained by a UIScene. Widgets cannot be rendered directly.
See UIScene properties.
Allows users to override the input mode reported for this scene. If this delegate is not assigned, the scene's will SceneInputMode value will be used.
Note: callers should not call this delegate directly to get the scene's input mode; call GetSceneInputMode() instead.
Provides a hook for scenes to have the first chance to process input key events; can be used in cases where the scene needs to override receive a chance to process any input it receives, prior to it being passed around via the normal input processing rules.
Called when an input key event is received which this widget responds to and is in the correct state to process. The keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8).
- EventParms - information about the input event, including the name of the input key that was pressed (Tab, Space, etc.), event type (Pressed, Released, etc.) and modifier keys (Ctrl, Alt)
- TRUE to indicate that this input key was processed; no further processing will occur on this input key event.
Called when an animation sequence is activated. Determines whether the scene should start ignoring and capturing all input.
- AnimationSequenceName - the name of the animation sequence to activate; should match the 'SeqName' of one of the UIAnimationSeq objects defined in the game scene client class.
- TypeMask - a bitmask indicating which animation tracks were activated. It is generated by left shifting 1 by the values of the EUIAnimType enum. A value of 0 indicates that all tracks in the animation sequence are being activated.
- TRUE to turn off input processing in this scene - all input will be captured by the scene but not processed.
Callback which provides a way to prevent the scene client from closing this scene (e.g. for performing a closing animation).
- SceneToDeactivate - the scene that will be deactivated.
- bCloseChildScenes - indicates whether the caller wishes to close scenes opened after this one.
- bForcedClose - indicates whether the caller wished to force the scene to close. Generally, if this parameter is false you should allow the scene to be closed so as not to interfere with garbage collection.
- TRUE to allow the scene to be closed immediately. FALSE to prevent the scene client from closing the scene.
Called when an animation sequence is completed. Determines whether the scene should start processing input again.
- AnimationSequenceName - the name of the animation sequence that completed; should match the 'SeqName' of one of the UIAnimationSeq objects defined in the game scene client class.
- TrackTypeMask - a bitmask indicating which animation tracks completed. It is generated by left shifting 1 by the values of the EUIAnimType enum. A value of 0 indicates that all tracks in the animation sequence have finished.
- TRUE to indicate that the scene should re-enable input processing.
Allows others to be notified when this scene becomes the active scene. Called after other activation methods have been called and after focus has been set on the scene
- ActivatedScene - the scene that was activated
- bInitialActivation - TRUE if this is the first time this scene is being activated; FALSE if this scene has become active as a result of closing another scene or manually moving this scene in the stack.
Allows others to be notified when this scene is closed. Called after the SceneDeactivated event, after the scene has published its data to the data stores bound by the widgets of this scene.
- DeactivatedScene - the scene that was deactivated
This notification is sent to the topmost scene when a different scene is about to become the topmost scene. Provides scenes with a single location to perform any cleanup for its children.
- NewTopScene - the scene that is about to become the topmost scene.
Note: this delegate is called while this scene is still the top-most scene.
Provides scenes with a way to alter the amount of transparency to use when rendering parent scenes.
- AlphaModulationPercent - the value that will be used for modulating the alpha when rendering the scene below this one.
- TRUE if alpha modulation should be applied when rendering the scene below this one.
See UIScene functions.