Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTUIFrontEnd_BindKeysPC (UT3)
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_BindKeysPC |
Contents
- 1 Properties
- 2 Delegates
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 CheckForCrucialBindsAndClose
- 3.2.2 HandleInputKey
- 3.2.3 OnAccept
- 3.2.4 OnBack
- 3.2.5 OnBackSceneDeactivated
- 3.2.6 OnBindingList_AcceptOptions
- 3.2.7 OnButtonBar_Accept
- 3.2.8 OnButtonBar_Back
- 3.2.9 OnButtonBar_ResetToDefaults
- 3.2.10 OnMenu_LoseChanges_Confirm
- 3.2.11 OnMenu_ResetToDefaults_Confirm
- 3.2.12 OnResetToDefaults
- 3.2.13 SetupButtonBar
- Package:
- UTGame
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Key binding screen for the PC.
Properties
BindingList
Type: UTUIKeyBindingList
Modifiers: transient
Binding list object, we need to route key presses to this first.
bShowCrucialBindWarning
Type: bool
Modifiers: transient
Whether to display the crucialbind warning when closing the lose saved data screen.
OldBindings
Type: array<Input.KeyBind>
Modifiers: transient
Old bindings before making any changes.
Subobjects
SceneEventComponent
Class: Engine.UIComp_Event
Inherits from: UTUIFrontEnd.SceneEventComponent
No new values.
Delegates
MarkDirty
Delegate to mark the profile as dirty.
Functions
Events
PostInitialize
Overrides: UTUIFrontEnd.PostInitialize
Post initialize callback.
Other instance functions
CheckForCrucialBindsAndClose
Will first check to see if there are any unbound crucial binds and close the scene if not.
HandleInputKey
Overrides: UTUIFrontEnd.HandleInputKey
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.
OnAccept
Callback for when the user wants to save their options.
OnBack
Callback for when the user wants to exit this screen.
OnBackSceneDeactivated
Called when the back dialog is closed.
OnBindingList_AcceptOptions
Accept button was pressed on the option list.
OnButtonBar_Accept
Button bar callbacks.
OnButtonBar_Back
OnButtonBar_ResetToDefaults
OnMenu_LoseChanges_Confirm
Confirmation for the exit game dialog.
OnMenu_ResetToDefaults_Confirm
Confirmation for the exit game dialog.
OnResetToDefaults
Callback for when the user wants to reset to the default set of option values.
SetupButtonBar
Overrides: UTUIFrontEnd.SetupButtonBar
Callback to setup the buttonbar for this scene.