My program doesn't have bugs. It just develops random features.
UE3:UTTabPage (UT3)
Object >> UIRoot >> UIScreenObject >> UIObject >> UIContainer >> UITabPage >> UTTabPage |
- Package:
- UTGame
- Implemented interfaces:
- UIDataStoreSubscriber
- Direct subclasses:
- UTUITabPage_CharacterPart, UTUITabPage_EpicContent, UTUITabPage_Messages, UTUITabPage_Mutators, UTUITabPage_GameModeSelection, UTTabPage_MidGame, UTUIPanel_MapCycle, UTUIPanel_SingleMap, UTUITabPage_FriendsList, UTUITabPage_MOTD, UTUITabPage_MapSelection, UTUITabPage_MapTab, UTUITabPage_MyContent, UTUITabPage_News, UTUITabPage_Options, UTUITabPage_ServerBrowser, UTUITabPage_StatsPage, UTUITabPage_AchievementList
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bRequiresTick[edit]
Type: bool
If true, this object require tick
Subobjects[edit]
WidgetEventComponent[edit]
Class: Engine.UIComp_Event
Inherits from: UITabPage.WidgetEventComponent
No new values.
Delegates[edit]
OnTick[edit]
Delegate for when the tab page is ticked.
Instance functions[edit]
CloseParentScene[edit]
Closes the parent Scene
GetButtonBar[edit]
Wrapper for getting a reference to the scene's button bar.
HandleInputKey[edit]
Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.)
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).
This delegate is called BEFORE kismet is given a chance to process the input.
Parameters:
- EventParms - information about the input event.
Returns:
- TRUE to indicate that this input key was processed; no further processing will occur on this input key event.
OnChildRepositioned[edit]
SetupButtonBar[edit]
Callback allowing the tabpage to setup the button bar for the current scene.