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UE3:UTUI_HudWidget (UT3)

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

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

name Tag 
float Rate 
float StartValue 
float EndValue 

Functions

Native functions

PlayAnimation

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


StopAnimation

native function StopAnimation (name AnimTag, optional bool bForceEnd)


Events

FadeTo

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

event bool PlayerOwnerIsSpectating ()


SetOpacity

event SetOpacity (float NewOpacity)


WidgetTick

event WidgetTick (float DeltaTime)

Fade the widget if needed

Other instance functions

bIsAnimating

function bool bIsAnimating ()


CancelAnimations

function CancelAnimations ()


GetHudOwner

function UTHUD GetHudOwner ()

Returns:

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