My program doesn't have bugs. It just develops random features.
UE3:UTUIFrontEnd_ModSettings (UT3)
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_ModSettings |
Contents
- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Scene which let user's select which mod they want to configure
Properties
CurModSelection
Type: int
Modifiers: transient
DescriptionLabel
Type: UILabel
Modifiers: transient
ModList
Type: UIList
Modifiers: transient
ModProviders
Type: array<UTUIDataProvider_GameModeInfo>
Modifiers: transient
StringDataStore
Type: UTUIDataStore_2DStringList
Modifiers: transient
Subobjects
SceneEventComponent
Class: Engine.UIComp_Event
Inherits from: UTUIFrontEnd.SceneEventComponent
No new values.
Functions
Events
PostInitialize
Overrides: UTUIFrontEnd.PostInitialize
Post initialize callback.
Other instance functions
ConfigureCurrentMod
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.
OnBack
OnButtonBar_Back
OnButtonBar_ConfigureMod
OnModList_SubmitSelection
OnModList_ValueChanged
SetupButtonBar
Overrides: UTUIFrontEnd.SetupButtonBar
Function that sets up a buttonbar for this scene, automatically routes the call to the currently selected tab of the scene as well.