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UE3:UTUIButtonBarButton (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> UIRoot >> UIScreenObject >> UIObject >> UIButton >> UILabelButton >> UTUIButtonBarButton |
- Package:
- UTGame
- Implemented interfaces:
- UIDataStorePublisher
- This class in other games:
- UT3
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Modified version of label button that doesn't accept focus on console.
Default values[edit]
Property | Value |
---|---|
BackgroundImageComponent | UIComp_DrawImage'ButtonBarBackgroundImageTemplate' |
StringRenderComponent | UIComp_DrawString'ButtonBarStringRenderer' |
Subobjects[edit]
ButtonBarBackgroundImageTemplate[edit]
Class: Engine.UIComp_DrawImage
Property | Value | ||||
---|---|---|---|---|---|
ImageStyle |
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StyleResolverTag | 'Background Image Style' |
ButtonBarStringRenderer[edit]
Class: Engine.UIComp_DrawString
Property | Value | ||||
---|---|---|---|---|---|
AutoSizeParameters[0] |
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StringStyle |
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StyleResolverTag | 'Caption Style' |
WidgetEventComponent[edit]
Class: Engine.UIComp_Event
Inherits from: UILabelButton.WidgetEventComponent
No new values.
Native functions[edit]
CanAcceptFocus[edit]
native function bool CanAcceptFocus (optional int PlayerIndex, optional bool bIncludeParentVisibility) const
Overrides: UIObject.CanAcceptFocus
Determines whether this widget can become the focused control.
Parameters:
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player to check focus availability
- bIncludeParentVisibility - indicates whether the widget should consider the visibility of its parent widgets when determining whether it is eligible to receive focus. Only needed when building navigation networks, where the widget might start out hidden (such as UITabPanel).
Returns:
- TRUE if this widget (or any of its children) is capable of becoming the focused control.