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UE3:UIScene properties (UDK)
Object >> UIRoot >> UIScreenObject >> UIScene (properties) |
Contents
- 1 Properties
- 1.1 Property group 'Animation'
- 1.2 Property group 'Controls'
- 1.3 Property group 'Flags'
- 1.3.1 bAlwaysRenderScene
- 1.3.2 bCaptureMatchedInput
- 1.3.3 bCloseOnLevelChange
- 1.3.4 bDisableWorldRendering
- 1.3.5 bDisplayCursor
- 1.3.6 bEnableSceneDepthTesting
- 1.3.7 bExemptFromAutoClose
- 1.3.8 bFlushPlayerInput
- 1.3.9 bMenuLevelRestoresScene
- 1.3.10 bPauseGameWhileActive
- 1.3.11 bRenderParentScenes
- 1.3.12 bRequiresNetwork
- 1.3.13 bRequiresOnlineService
- 1.3.14 bSaveSceneValuesOnClose
- 1.4 Property group 'Interaction'
- 1.5 Property group 'PostProcess'
- 1.6 Property group 'Sound'
- 1.7 Property group 'Style'
- 1.8 Property group 'UIScene'
- 1.9 Internal variables
- 1.9.1 ActiveContextMenu
- 1.9.2 AnimatingObjects
- 1.9.3 bAnimationBlockingInput
- 1.9.4 bPerformedInitialUpdate
- 1.9.5 bRecalculateInputMask
- 1.9.6 bReevaluateRotationSupport
- 1.9.7 bRefreshStringFormatting
- 1.9.8 bRefreshWidgetStyles
- 1.9.9 bResolvingScenePositions
- 1.9.10 bSupportsNavigation
- 1.9.11 bSupportsRotation
- 1.9.12 bUpdateDockingStack
- 1.9.13 bUpdateNavigationLinks
- 1.9.14 bUpdatePrimitiveUsage
- 1.9.15 bUpdateScenePositions
- 1.9.16 bUsesPrimitives
- 1.9.17 CurrentBackgroundSettings
- 1.9.18 CurrentForegroundSettings
- 1.9.19 CurrentViewportSize
- 1.9.20 DockingStack
- 1.9.21 InputSubscriptions
- 1.9.22 LastPlayerIndex
- 1.9.23 PlayerInputMask
- 1.9.24 PlayerOwner
- 1.9.25 PrimarySafeRegionPanel
- 1.9.26 RenderStack
- 1.9.27 SceneClient
- 1.9.28 SceneData
- 1.9.29 SceneLayerRoot
- 1.9.30 ScenePreview
- 1.9.31 StandardContextMenu
- 1.9.32 TickableObjects
- 1.9.33 UpdateSceneFeedbackLoopCount
- 1.10 Default values
- 1.11 Subobjects
;Other member categories for this class::functions
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Properties[edit]
Property group 'Animation'[edit]
SceneAnimation_Close[edit]
Type: name
the name of the animation sequence to play when the scene is closed
SceneAnimation_LoseFocus[edit]
Type: name
the name of the animation sequence to play when this scene opens another scene (and thus, becomes the background for the new scene, in at least in cases where the new scene has bRenderParentScenes set
SceneAnimation_Open[edit]
Type: name
the name of the animation sequence to play when the scene is opened
SceneAnimation_RegainedFocus[edit]
Type: name
the name of the animation sequence to play when the scene is about to become the active scene due to another scene closing
SceneAnimation_RegainingFocus[edit]
Type: name
the name of the animation sequence to play when the topmost scene has just begun its closing animation, and this scene will become the next topmost scene
Property group 'Controls'[edit]
DefaultContextMenuClass[edit]
Type: class<UIContextMenu>
Modifiers: const
The UIContextMenu class to use for the StandardContextMenu
Default value: Class'Engine.UIContextMenu'
Property group 'Flags'[edit]
bAlwaysRenderScene[edit]
Type: bool
Overrides the setting of bRenderParentScenes for any scenes higher in the stack
bCaptureMatchedInput[edit]
Type: bool
Indicates whether this scene should capture all input which wasn't processed by the scene. Only relevant for scenes with an input mode of INPUTMODE_MatchingOnly (all other input modes capture all input anyway).
Default value: True
bCloseOnLevelChange[edit]
Type: bool
Indicates whether the the scene should close itself when the level changes. This is useful for when you have a main menu and want to make certain it is closed when ever you switch to a new level.
Default value: True
bDisableWorldRendering[edit]
Type: bool
Displayed as: Disable World Rendering
TRUE to disable world rendering while this scene is active
bDisplayCursor[edit]
Type: bool
Controls whether the cursor is shown while this scene is active. Interactive scenes such as menus will generally want this enabled, while non-interactive scenes, such as the HUD generally want it disabled.
Todo: this bool may be unnecessary, since we can establish whether a scene should process mouse input by looking at the input events for the widgets of this scene; if any process any of the mouse keys (MouseX, MouseY, RMB, LMB, MMB, etc.) or if the scene can be a drop target, then this scene needs to process mouse input, and should probably display a cursor.... hmmm need to think about this assumption a bit more before implementing this
Default value: True
bEnableSceneDepthTesting[edit]
Type: bool
Controls whether depth testing is enabled for this scene. If TRUE then the 2d ui items are depth tested against the 3d ui scene
bExemptFromAutoClose[edit]
Type: bool
If true this scene is exempted from Auto closuer when a scene above it closes
bFlushPlayerInput[edit]
Type: bool
Displayed as: Flush Input
TRUE to flush all player input when this scene is opened.
Default value: True
bMenuLevelRestoresScene[edit]
Type: bool
TRUE indicates that this scene can be automatically reopened when the user returns to the main front-end menu.
bPauseGameWhileActive[edit]
Type: bool
Indicates whether the game should be paused while this scene is active.
Default value: True
bRenderParentScenes[edit]
Type: bool
Controls whether the scenes underneath this scene are rendered.
bRequiresNetwork[edit]
Type: bool
TRUE to indicate that this scene requires a valid network connection in order to be opened. If no network connection is available, the scene will be closed.
bRequiresOnlineService[edit]
Type: bool
Set to TRUE to indicate that the user must be signed into an online service (for example, Windows live) in order to view this scene. If the user is not signed into an online service, the scene will be closed.
bSaveSceneValuesOnClose[edit]
Type: bool
Indicates whether the scene should have its widgets save their values to the datastore on close.
Default value: True
Property group 'Interaction'[edit]
SceneInputMode[edit]
Type: UIRoot.EScreenInputMode
Modifiers: private
Controls how this scene responds to input from multiple players.
Default value: INPUTMODE_Locked
SceneRenderMode[edit]
Type: UIRoot.ESplitscreenRenderMode
Modifiers: protected
Controls how this scene will be rendered when split-screen is active.
Default value: SPLITRENDER_PlayerOwner
Property group 'PostProcess'[edit]
bEnableScenePostProcessing[edit]
Type: bool
Controls whether post-processing is enabled for this scene.
ScenePostProcessGroup[edit]
Type: UIRoot.EUIPostProcessGroup
Ordering of post process effects applied. UIPostProcess_None - No post process pass for the UI Scene UIPostProcess_Background - Only UIPostProcessBackground renders before the UI Scene UIPostProcess_Foreground - Only UIPostProcessForeground renders after the UI Scene UIPostProcess_BackgroundAndForeground - Both UIPostProcessBackground/UIPostProcessForeground render for the UI Scene
UIPostProcessBackground[edit]
Type: PostProcessChain
Post process applied to background before rendering the UI.
UIPostProcessForeground[edit]
Type: PostProcessChain
Post process applied after rendering the UI.
Property group 'Sound'[edit]
SceneClosedCue[edit]
Type: name
this sound is played when this scene is deactivated
Default value: 'SceneClosed'
SceneOpenedCue[edit]
Type: name
this sound is played when this scene is activated
Default value: 'SceneOpened'
Property group 'Style'[edit]
SceneSkin[edit]
Type: UISkin
Modifiers: const, editinlineuse
Provides a way to force this scene to use a specific skin. Useful for transitions between front-end and HUD scenes, for example.
Property group 'UIScene'[edit]
SceneStackPriority[edit]
Type: int
Sorting priority; when scenes are opened, they are placed in the stack at the location where all scenes have a SceneStackPriority less than or equal to this one. By default, the scene is placed at the top of the scene stack.
Default value: 10
SceneTag[edit]
Type: name
Modifiers: editconst
Semi-unique non-localized name for this scene which is used to reference the scene from unrealscript. For scenes which are gametype specific, each scene may wish to use the same SceneName (for example, if each game had a single scene which represented the HUD for that gametype, all of the HUD scenes might use "HUDScene" as their SceneName, so that the current game's HUD scene can be referenced using "HUDScene" regardless of which type of hud it is)
Internal variables[edit]
ActiveContextMenu[edit]
Type: UIContextMenu
Modifiers: const, transient, private
The context menu currently being displayed or pending display.
AnimatingObjects[edit]
Type: array<UIScreenObject>
Modifiers: transient, private
List of widgets in this scene that are currently animating.
bAnimationBlockingInput[edit]
Type: bool
Modifiers: transient, private
Indicates that an animation is playing which should block input.
bPerformedInitialUpdate[edit]
Type: bool
Modifiers: transient, const
This flag is used to detect whether or not we are updating the scene for the first time, if it is FALSE and update scene is called, then we issue the PreInitialSceneUpdate for the scene so widgets have a chance to 'initialize' their positions if desired.
bRecalculateInputMask[edit]
Type: bool
Modifiers: transient, const
Indicates that the scene should recalculate its PlayerInputMask on the next tick.
bReevaluateRotationSupport[edit]
Type: bool
Modifiers: transient, const
Indicates that the scene should recalculate the value of bSupportsRotation on the next tick.
bRefreshStringFormatting[edit]
Type: bool
Modifiers: transient, const
Indicates that all strings contained in this scene should be reformatted.
bRefreshWidgetStyles[edit]
Type: bool
Modifiers: transient, const
Indicates that the Widgets displayed need to be redrawn. Once this is set to true, RefreshWidgets() will be called on the next Tick()
bResolvingScenePositions[edit]
Type: bool
Modifiers: transient, const
Indicates that the scene is currently resolving positions for widgets in this scene
[edit]
Type: bool
Modifiers: transient, const
Indicates whether this scene contains multiple controls that the user can navigate between; set natively, and used to determine whether the UI should process navigation input keys.
bSupportsRotation[edit]
Type: bool
Modifiers: transient, const
Indicates whether this scene contains any widgets that have a non-zero rotation.
bUpdateDockingStack[edit]
Type: bool
Modifiers: transient, const
Indicates that the docking stack should be rebuilt on the next Tick()
[edit]
Type: bool
Modifiers: transient, const
Indicates that the navigation links between the widgets owned by this scene are no longer up to date. Once this is set to true, RebuildNavigationLinks() will be called on the next Tick()
bUpdatePrimitiveUsage[edit]
Type: bool
Modifiers: transient, const
Indicates that the value of bUsesPrimitives is potentially out of date. Normally set when a child is added or removed from the scene. When TRUE, UpdatePrimitiveUsage will be called during the next tick.
bUpdateScenePositions[edit]
Type: bool
Modifiers: transient, const
Indicates that the widgets owned by this scene should re-evaluate their screen positions into absolute pixels on the next Tick().
bUsesPrimitives[edit]
Type: bool
Modifiers: transient, const
Indicates that one or more widgets in this scene are using 3D primitives. Set to TRUE in Activate() if any children of this scene have true for UIScreenObject.bSupports3DPrimitives
CurrentBackgroundSettings[edit]
Type: PostProcessVolume.PostProcessSettings
Modifiers: transient, const
CurrentForegroundSettings[edit]
Type: PostProcessVolume.PostProcessSettings
Modifiers: transient, const
CurrentViewportSize[edit]
Type: Object.Vector2D
The current aspect ratio for this scene's viewport. For scenes modified in the UI editor, this will be set according to the value of the resolution drop-down control. In game, this will be updated anytime the resolution is changed.
Default value:
Member | Value |
---|---|
X | 1024.0 |
Y | 768.0 |
DockingStack[edit]
Type: array<UIRoot.UIDockingNode>
Modifiers: const, transient, native, private
Tracks the docking relationships between widgets owned by this scene. Determines the order in which the UIObject.Position values for each widget in the sceen are evaluated into UIObject.RenderBounds
Note: this variable is not serialized (even by GC) as the widget stored in this array will be serialized through the Children array.
InputSubscriptions[edit]
Type: Object.Map_Mirror{TMap<FName,FInputEventSubscription>}
Array size: 4 (MAX_SUPPORTED_GAMEPADS
)
Modifiers: const, transient, native
Tracks the widgets owned by this scene which are currently eligible to process input. Maps the input keyname to the list of widgets that can process that event.
Note: this variable is not serialized (even by GC) as the widgets stored in this map will be serialized through the Children array
LastPlayerIndex[edit]
Type: int
Modifiers: transient
The index for the player that this scene last received input from.
PlayerInputMask[edit]
Type: byte
Modifiers: transient
A bitmask representing the player indexes that this control will process input for, where the value is generated by left bitshifting by the index of the player. A value of 0xF indicates that this control will process input from all players. A value of 1 << 1 indicate that only input from player at index 1 will be acccepted, etc. So value of 3 means that this control processes input from players at indexes 0 and 1. Input from player indexes that do not match the mask will be ignored.
Calculated at runtime.
PlayerOwner[edit]
Type: LocalPlayer
Modifiers: const, transient
The LocalPlayer which owns this scene. NULL if this scene is global (i.e. not owned by a player)
PrimarySafeRegionPanel[edit]
Type: UISafeRegionPanel
Modifiers: const, transient, private
Optional safe region panel that should be considered the scene's primary one; if set, the scene will always resolve its position values first
RenderStack[edit]
Modifiers: const, transient, private
Tracks the order in which widgets were rendered, for purposes of hit detection.
SceneClient[edit]
Type: UISceneClient
Modifiers: const, transient
the client for this scene - provides all global state information the scene requires for operation
SceneData[edit]
Type: SceneDataStore
Modifiers: const, instanced
The data store that provides access to this scene's temporary data
SceneLayerRoot[edit]
Type: UILayerBase
Modifiers: editoronly, const, private, transient
The root of the layer hierarchy for this scene; only loaded in the editor.
Todo: ronp - temporarily marked this transient until I can address the bugs in layer browser which are holding references to deleted objects (also commented out the creation of the layer browser).
ScenePreview[edit]
Type: Texture2D
Modifiers: editoronly
Preview thumbnail for the generic browser.
StandardContextMenu[edit]
Type: UIContextMenu
Modifiers: const, transient, private
This context menu will be used as the context menu for widgets which do not provide their own
TickableObjects[edit]
Type: array<UITickableObject>
Modifiers: const, transient, private
List of widgets in this scene that implement the UITickableObject interface.
UpdateSceneFeedbackLoopCount[edit]
Type: int
Modifiers: transient
Number of consecutive frames that bUpdateScenePositions has been set while already in the process of updating widget positions in ResolveScenePositions(). Used by tools to generate warning messages.
Default values[edit]
Property | Value |
---|---|
DefaultStates[2] | Class'Engine.UIState_Focused' |
DefaultStates[3] | Class'Engine.UIState_Active' |
EventProvider | UIComp_Event'SceneEventComponent' |
Subobjects[edit]
SceneEventComponent[edit]
Class: Engine.UIComp_Event
Property | Value | ||||
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DefaultEvents[0] |
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DefaultEvents[1] |
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DefaultEvents[2] |
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DefaultEvents[3] |
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DefaultEvents[4] |
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