I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:UTUI_HudWidget (UDK)
Object >> UIRoot >> UIScreenObject >> UIObject >> UTUI_Widget >> UTUI_HudWidget |
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.
These widgets are just for use in the hud.
Properties
Property group 'Animation'
Animations
Type: array<WidgetAnimation>
Modifiers: editinline
Property group 'Visibility'
bVisibleAfterMatch
Type: bool
Default value: True
bVisibleBeforeMatch
Type: bool
Visibiliy Flags - These determine if the widget should be visible at a given point in the game
Default value: True
bVisibleDuringMatch
Type: bool
Default value: True
bVisibleWhileSpectating
Type: bool
Default value: True
Internal variables
bManualVisibility
Type: bool
If true, this widget will manage it's own visibily
OpacityTarget
Type: float
What is the Target opacity for this Widget
Default value: 1.0
OpacityTimer
Type: float
How long before we reach our target
UTHudSceneOwner
Type: UTUIScene_Hud
Cached link to the UTUIScene_Hud that owns this widget
Subobjects
WidgetEventComponent
Class: Engine.UIComp_Event
Inherits from: UTUI_Widget.WidgetEventComponent
No new values.
Enums
EAnimPropType
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
WidgetAnimation
Modifiers: native
- name Tag
- EAnimPropType Property
- bool bNotifyWhenFinished
- array<WidgetAnimSequence> Sequences
- bool bIsPlaying
- int SeqIndex
- float Time
- float Value
WidgetAnimSequence
Modifiers: native
Functions
Native functions
PlayAnimation
StopAnimation
Events
FadeTo
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
SetOpacity
WidgetTick
Fade the widget if needed
Other instance functions
bIsAnimating
CancelAnimations
GetHudOwner
Returns:
- a reference to the hud that owns the scene that owns this widget