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UE3:UTUI_HudWidget (UDK)

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Revision as of 11:47, 6 November 2009 by (Talk)

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UDK Object >> UIRoot >> UIScreenObject >> UIObject >> UTUI_Widget >> UTUI_HudWidget
Package: 
UTGame
This class in other games:
UT3

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

These widgets are just for use in the hud.

Properties[edit]

Property group 'Animation'[edit]

Animations[edit]

Type: array<WidgetAnimation>

Modifiers: editinline


Property group 'Visibility'[edit]

bVisibleAfterMatch[edit]

Type: bool


Default value: True

bVisibleBeforeMatch[edit]

Type: bool

Visibiliy Flags - These determine if the widget should be visible at a given point in the game

Default value: True

bVisibleDuringMatch[edit]

Type: bool


Default value: True

bVisibleWhileSpectating[edit]

Type: bool


Default value: True

Internal variables[edit]

bManualVisibility[edit]

Type: bool

If true, this widget will manage it's own visibily

OpacityTarget[edit]

Type: float

What is the Target opacity for this Widget

Default value: 1.0

OpacityTimer[edit]

Type: float

How long before we reach our target

UTHudSceneOwner[edit]

Type: UTUIScene_Hud

Cached link to the UTUIScene_Hud that owns this widget

Subobjects[edit]

WidgetEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTUI_Widget.WidgetEventComponent

No new values.

Enums[edit]

EAnimPropType[edit]

This is a quickly hacked in animation system for Gamers Day! It will be replaced with a real animation system in the future, do not use

EAPT_None 
EAPT_PositionLeft 
EAPT_PositionTop 

Structs[edit]

WidgetAnimation[edit]

Modifiers: native

name Tag 
EAnimPropType Property 
bool bNotifyWhenFinished 
array<WidgetAnimSequence> Sequences 
bool bIsPlaying 
int SeqIndex 
float Time 
float Value 

WidgetAnimSequence[edit]

Modifiers: native

name Tag 
float Rate 
float StartValue 
float EndValue 

Functions[edit]

Native functions[edit]

PlayAnimation[edit]

native function bool PlayAnimation (name AnimTag, name SeqTag, optional bool bForceBeginning)


StopAnimation[edit]

native function StopAnimation (name AnimTag, optional bool bForceEnd)


Events[edit]

FadeTo[edit]

event FadeTo (float NewOpacity, float NewFadeTime, optional bool bTimeFromExtent)

Calling FadeTo will cause the widget to fade to a new opacity value.

NewOpacity: The desired opacity value

NewFadeTime: How fast should we reach the value

BTimeFromExtent: If true, FadeTo will consider NewFadeTime to be "if fading from min or max it would take x seconds" and then calculate the adjusted time given the current opacity value.

PlayerOwnerIsSpectating[edit]

event bool PlayerOwnerIsSpectating ()


SetOpacity[edit]

event SetOpacity (float NewOpacity)


WidgetTick[edit]

event WidgetTick (float DeltaTime)

Fade the widget if needed

Other instance functions[edit]

bIsAnimating[edit]

function bool bIsAnimating ()


CancelAnimations[edit]

function CancelAnimations ()


GetHudOwner[edit]

function UTHUD GetHudOwner ()

Returns:

a reference to the hud that owns the scene that owns this widget