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Engine.UIEvent

Extends
SequenceEvent
Modifiers
native ( UISequence ) abstract placeable

Abstract base class for UI events. A UIEvent is some event that a widget can respond to. It could be an input event such as a button press, or a system event such as receiving data from a remote system. UIEvents are generally not bound to a particular type of widget; programmers choose which events are available to widgets, and artists decide which events to implement. Features: Able to execute multiple actions when the event is called. Able to operate on multiple widgets simultaneously. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceEvent
         |   
         +-- Engine.UIEvent

Direct Known Subclasses:

UIEvent_Initialized, UIEvent_MetaObject, UIEvent_OnClick, UIEvent_OnDoubleClick, UIEvent_ProcessInput, UIEvent_Scene, UIEvent_State, UIEvent_SubmitData, UIEvent_TabControl, UIEvent_ValueChanged, UTUIEvent

Variables Summary
boolbPropagateEvent
boolbShouldRegisterEvent
stringDescription
ObjectEventActivator
UIScreenObjectEventOwner
Inherited Variables from Engine.SequenceEvent
ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, QueuedActivations, ReTriggerDelay, TriggerCount
Inherited Variables from Engine.SequenceOp
ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks

Structures Summary
Inherited Structures from Engine.SequenceEvent
QueuedActivationInfo
Inherited Structures from Engine.SequenceOp
SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink

Delegates Summary
delegatebool AllowEventActivation (int ControllerIndex, UIScreenObject InEventOwner, Object InEventActivator, bool bActivateImmediately, out const array<int> IndicesToActivate)

Functions Summary
functionbool ActivateUIEvent (int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate)
functionbool CanBeActivated (int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate)
functionbool ConditionalActivateUIEvent (int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate)
functionUIScreenObject GetOwner () con)
functionUIScene GetOwnerScene () con)
eventbool IsValidLevelSequenceObject ()))
eventbool IsValidUISequenceObject (optional UIScreenObject TargetObject ))
eventbool ShouldAlwaysInstance ()))
Inherited Functions from Engine.SequenceEvent
CheckActivate, RegisterEvent, Reset, Toggled
Inherited Functions from Engine.SequenceOp
Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset


Variables Detail

bPropagateEvent Source code

var bool bPropagateEvent;
Indicates whether this activation of this event type should be propagated up the parent chain.

bShouldRegisterEvent Source code

var bool bShouldRegisterEvent;
Indicates whether this event should be added to widget sequences. Used for special-case handling of certain types of events.

Description Source code

var localized string Description;
a short description of what this event does - displayed as a tooltip in the editor when the user hovers over this event in the editor

EventActivator Source code

var Object EventActivator;
the object that initiated this event; specific to each event

EventOwner Source code

var noimport UIScreenObject EventOwner;
the widget that contains this event


Delegates Detail

AllowEventActivation Source code

delegate bool AllowEventActivation ( int ControllerIndex, UIScreenObject InEventOwner, Object InEventActivator, bool bActivateImmediately, out const array<int> IndicesToActivate )
Allows script-only child classes or other objects to include additional logic for determining whether this event is eligible for activation.
@param ControllerIndex the index of the player that activated this event
@param InEventOwner the widget that owns this UIEvent
@param InEventActivator an optional object that can be used for various purposes in UIEvents; typically the widget that triggered the event activation.
@param bActivateImmediately TRUE if the caller wishes to perform immediate activation.
@param IndicesToActivate indexes of the elements [into the Output array] that are going to be activated. If empty, all output links will be activated
@return TRUE if this event can be activated


Functions Detail

ActivateUIEvent Source code

native final noexport function bool ActivateUIEvent ( int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate )
Activates this UIEvent, adding it the list of active sequence operations in the owning widget's EventProvider
@param ControllerIndex the index of the player that activated this event
@param InEventOwner the widget that contains this UIEvent
@param InEventActivator an optional object that can be used for various purposes in UIEvents
@param bActivateImmediately if TRUE, the event will be activated immediately, rather than deferring activation until the next tick
@param IndicesToActivate Indexes into this UIEvent's Output array to activate. If not specified, all output links will be activated
@return TRUE if this event was successfully activated
@note: noexport so that the native function header can take a TArray pointer as the last parameter

CanBeActivated Source code

native final noexport function bool CanBeActivated ( int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate )
Determines whether this UIAction can be activated.
@param ControllerIndex the index of the player that activated this event
@param InEventOwner the widget that contains this UIEvent
@param InEventActivator an optional object that can be used for various purposes in UIEvents
@param bActivateImmediately specify true to indicate that we'd like to know whether this event can be activated immediately
@param IndicesToActivate Indexes into this UIEvent's Output array to activate. If not specified, all output links will be activated
@return TRUE if this event can be activated
@note: noexport so that the native function header can take a TArray pointer as the last parameter

ConditionalActivateUIEvent Source code

native final noexport function bool ConditionalActivateUIEvent ( int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate )
Activates this event if CanBeActivated returns TRUE.
@param ControllerIndex the index of the player that activated this event
@param InEventOwner the widget that contains this UIEvent
@param InEventActivator an optional object that can be used for various purposes in UIEvents
@param bActivateImmediately if TRUE, the event will be activated immediately, rather than deferring activation until the next tick
@param IndicesToActivate Indexes into this UIEvent's Output array to activate. If not specified, all output links will be activated
@return TRUE if this event was successfully activated
@note: noexport so that the native function header can take a TArray pointer as the last parameter

GetOwner Source code

native final const function UIScreenObject GetOwner ( ) con )
Returns the widget that contains this UIEvent.

GetOwnerScene Source code

native final const function UIScene GetOwnerScene ( ) con )
Returns the scene that contains this UIEvent.

IsValidLevelSequenceObject Source code

event bool IsValidLevelSequenceObject ( ) )
Determines whether this class should be displayed in the list of available ops in the level kismet editor.
@return TRUE if this sequence object should be available for use in the level kismet editor

IsValidUISequenceObject Source code

event bool IsValidUISequenceObject ( optional UIScreenObject TargetObject ) )
Determines whether this class should be displayed in the list of available ops in the UI's kismet editor.
@param TargetObject the widget that this SequenceObject would be attached to.
@return TRUE if this sequence object should be available for use in the UI kismet editor

ShouldAlwaysInstance Source code

event bool ShouldAlwaysInstance ( ) )
Allows events to override the default behavior of not instancing event templates during the game (
@see UIComp_Event::InstanceEventTemplates); by default, events templates declared in widget defaultproperties are only instanced if the template definition contains linked ops. If your event class performs some other actions which affect the game when it's activated, you can use this function to force the UI to instance this event for widgets created at runtime in the game.
@return return TRUE to force the UI to always instance event templates of this event type, even if there are no linked ops.


Defaultproperties

defaultproperties
{
   bShouldRegisterEvent=True
   bPropagateEvent=True
   MaxTriggerCount=0
   bClientSideOnly=True
   VariableLinks(0)=(LinkDesc="Activator")
   VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Player Index",bWriteable=True,bHidden=True,MinVars=1,MaxVars=255)
   VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Gamepad Id",bWriteable=True,bHidden=True,MinVars=1,MaxVars=255)
   ObjClassVersion=2
   ObjCategory="UI"
   Name="Default__UIEvent"
   ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent'
}

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Creation time: sk 18-3-2018 10:00:47.011 - Created with UnCodeX