UE3:UTUITabControl (UDK)
Object >> UIRoot >> UIScreenObject >> UIObject >> UITabControl >> UTUITabControl |
- Package:
- UTGame
- This class in other games:
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UT3 extended version of the UITabControl
Properties
Property group 'Style'
CalloutLabelStyleName
Type: name
Default value: 'CycleTabs'
Property group 'UTUITabControl'
DefaultTabWidgetTag
Type: name
Internal variables
NextPageCalloutLabel
Type: UILabel
Modifiers: transient
PrevPageCalloutLabel
Type: UILabel
Modifiers: transient
these labels will contain button callouts for activating the PrevPage / NextPage input aliases, on consoles
Default values
Property | Value | ||||
---|---|---|---|---|---|
TabButtonSize |
|
Subobjects
WidgetEventComponent
Class: Engine.UIComp_Event
Inherits from: UITabControl.WidgetEventComponent
No new values.
Functions
Events
PostInitialize
Overrides: UITabControl.PostInitialize
Hide all the pages. This allows us to not care what page was left on in the editor
Other instance functions
ActivateBestTab
Overrides: UITabControl.ActivateBestTab
Attempt to activate the default tab
ActivateTabByTag
Activate a page by it's widget tag
FindPageIndexByTag
ForceTabPageReady
ProcessInputKey
Overrides: UITabControl.ProcessInputKey
(Description copied from UITabControl.ProcessInputKey)
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.
Allows the user to use the left/right arrow keys to preview other panels if this widget is the globally focused control
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.
RemoveTabByTag
Removes a page by it's widget tag