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Engine.UIScene

Extends
UIScreenObject
Modifiers
native ( UIPrivate )

Outermost container for a group of widgets. The relationship between UIScenes and widgets is very similar to the relationship between maps and the actors placed in a map, in that all UIObjects must be contained by a UIScene. Widgets cannot be rendered directly. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.UIRoot
   |   
   +-- Engine.UIScreenObject
      |   
      +-- Engine.UIScene

Direct Known Subclasses:

UIPrefabScene, UIScriptConsoleScene, UTUIScene

Constants Summary
Inherited Contants from Engine.UIRoot
ASPECTRATIO_Monitor, ASPECTRATIO_Normal, ASPECTRATIO_Widescreen, DEFAULT_SIZE_X, DEFAULT_SIZE_Y, MAX_SUPPORTED_GAMEPADS, PRIVATE_EditorNoDelete, PRIVATE_EditorNoRename, PRIVATE_EditorNoReparent, PRIVATE_KeepFocusedState, PRIVATE_ManagedStyle, PRIVATE_NotDockable, PRIVATE_NotEditorSelectable, PRIVATE_NotFocusable, PRIVATE_NotRotatable, PRIVATE_PropagateState, PRIVATE_Protected, PRIVATE_TreeHidden, PRIVATE_TreeHiddenRecursive, SCENE_DATASTORE_TAG, TEMP_SPLITSCREEN_INDEX

Variables Summary
UIContextMenuActiveContextMenu
UIToolTipActiveToolTip
boolbIssuedPreRenderCallback
boolbMouseBoundsSet
boolbRefreshStringFormatting
boolbRefreshWidgetStyles
boolbResolvingScenePositions
boolbUpdateDockingStack
boolbUpdateNavigationLinks
boolbUpdatePrimitiveUsage
boolbUpdateScenePositions
boolbUsesPrimitives
Vector2DCurrentViewportSize
array<UIDockingNode>DockingStack
Map_MirrorInputSubscriptions
intLastPlayerIndex
LocalPlayerPlayerOwner
array<UIObject>RenderStack
UISceneClientSceneClient
SceneDataStoreSceneData
UILayerBaseSceneLayerRoot
Texture2DScenePreview
UIContextMenuStandardContextMenu
UIToolTipStandardToolTip
Flags
boolbAlwaysRenderScene
boolbCloseOnLevelChange
boolbDisableWorldRendering
boolbDisplayCursor
boolbEnableSceneDepthTesting
boolbEnableScenePostProcessing
boolbExemptFromAutoClose
boolbFlushPlayerInput
boolbMenuLevelRestoresScene
boolbPauseGameWhileActive
boolbRenderParentScenes
boolbRequiresNetwork
boolbRequiresOnlineService
boolbSaveSceneValuesOnClose
Overlays
class<UIContextMenu>DefaultContextMenuClass
class<UIToolTip>DefaultToolTipClass
Sound
nameSceneClosedCue
nameSceneOpenedCue
Splitscreen
EScreenInputModeSceneInputMode
ESplitscreenRenderModeSceneRenderMode
UIScene
UIMouseBoundsMouseBounds
nameSceneTag
Inherited Variables from Engine.UIScreenObject
bHidden, bInitialized, bNeverFocus, bSupports3DPrimitives, Children, DefaultStates, EventProvider, FocusControls, FocusedCue, FocusPropagation, InactiveStates, InitialState, MouseEnterCue, NavigateDownCue, NavigateLeftCue, NavigateRightCue, NavigateUpCue, Opacity, PlayerInputMask, Position, StateStack, ZDepth
Inherited Variables from Engine.UIRoot
CurrentMenuState, ModifierStack

Enumerations Summary
Inherited Enumerations from Engine.UIRoot
EColumnHeaderState, EMaterialAdjustmentType, ENavigationLinkType, EPositionEvalType, ERotationAnchor, EScreenInputMode, ESplitscreenRenderMode, ETextAutoScaleMode, ETextClipMode, EUIAlignment, EUIAspectRatioConstraint, EUIAutoSizeConstraintType, EUIDataProviderFieldType, EUIDefaultPenColor, EUIDockPaddingEvalType, EUIExtentEvalType, EUIListElementState, EUIOrientation, EUIWidgetFace

Structures Summary
Inherited Structures from Engine.UIRoot
AutoSizeData, AutoSizePadding, DefaultEventSpecification, InputEventSubscription, InputKeyAction, PlayerInteractionData, RenderParameters, ScreenPositionRange, StateInputKeyAction, StyleReferenceId, STYLE_ID, TextAutoScaleValue, TextureCoordinates, UIAnchorPosition, UICombinedStyleData, UIDataStoreBinding, UIDockingNode, UIDockingSet, UIFocusPropagationData, UIImageAdjustmentData, UIImageStyleOverride, UIInputAliasClassMap, UIInputAliasMap, UIInputAliasStateMap, UIMouseBounds, UINavigationData, UIProviderFieldValue, UIProviderScriptFieldValue, UIRangeData, UIRenderingSubregion, UIRotation, UIScreenValue, UIScreenValue_AutoSizeRegion, UIScreenValue_Bounds, UIScreenValue_DockPadding, UIScreenValue_Extent, UIScreenValue_Position, UIStringCaretParameters, UIStringNodeModifier, UIStyleOverride, UIStyleReference, UIStyleSubscriberReference, UITextAttributes, UITextStyleOverride, WIDGET_ID

Delegates Summary
delegateEScreenInputMode GetSceneInputMode ()))
delegate OnSceneActivated (UIScene ActivatedScene, bool bInitialActivation)
delegate OnSceneDeactivated (UIScene DeactivatedScene)
delegate OnTopSceneChanged (UIScene NewTopScene)
delegatebool ShouldModulateBackgroundAlpha (out float AlphaModulationPercent)
Inherited Delegates from Engine.UIScreenObject
NotifyActiveSkinChanged, NotifyActiveStateChanged, NotifyPositionChanged, NotifyResolutionChanged, NotifyVisibilityChanged, OnPreRenderCallBack, OnProcessInputAxis, OnProcessInputKey, OnRawInputAxis, OnRawInputKey

Functions Summary
function AnimEnd (UIObject AnimTarget, int AnimIndex, UIAnimationSeq AnimSeq)
event CalculateInputMask ()))
functionbool CloseScene (UIScene SceneToClose, optional bool bSkipKismetNotify, optional bool bSkipAnimation ))
function ForceImmediateSceneUpdate ()
functionUIContextMenu GetActiveContextMenu () con)
functionUIToolTip GetActiveToolTip () con)
functionUIContextMenu GetDefaultContextMenu ()
functionUIToolTip GetDefaultToolTip ()
functionUIScene GetPreviousScene (bool bRequireMatchingPlayerOwner=true)
functionSceneDataStore GetSceneDataStore ()
functionWorldInfo GetWorldInfo ()
functionbool IsSceneActive (optional bool bTopmostScene ) con)
function LoadSceneDataValues ()
function LogCurrentState (int Indent ))
event LogDockingStack ()))
function LogRenderBounds (int Indent ))
function NotifyGameSessionEnded ()))
function NotifyLinkStatusChanged (bool bConnected ))
function NotifyOnlineServiceStatusChanged (EOnlineServerConnectionStatus NewConnectionStatus ))
functionUIScene OpenScene (UIScene SceneToOpen, optional bool bSkipAnimation=false, optional delegate<OnSceneActivated> SceneDelegate=None))
function RebuildDockingStack ()
function ResetMouseBounds ()
functionUIDataStore ResolveDataStore (Name DataStoreTag, optional LocalPlayer InPlayerOwner)
function ResolveScenePositions ()
function SaveSceneDataValues (optional bool bUnbindSubscribers)
event SceneActivated (bool bInitialActivation ))
function SceneCreated (UIScene CreatedScene)
event SceneDeactivated ()))
functionbool SetActiveContextMenu (UIContextMenu NewContextMenu, int PlayerIndex)
functionbool SetActiveToolTip (UIToolTip NewToolTip)
event SetInputMask (byte NewInputMask, optional bool bRecurse=true ))
function SetMouseBounds (EUIWidgetFace Face, optional float Value, optional bool bPixelValue, optional UIObject BoundaryObject)
function SetSceneInputMode (EScreenInputMode NewInputMode)
event SetVisibility (bool bIsVisible ))
function UnbindSubscribers ()
Inherited Functions from Engine.UIScreenObject
AcceptsPlayerInput, ActivateEventByClass, ActivateState, ActivateStateByClass, AddedChild, CanAcceptFocus, CanPlayOnline, CanPropagateFocusFor, CanvasToScreen, ConditionalPropagateEnabledState, ContainsChild, ContainsChildOfClass, CreatePlayerData, CreateWidget, DeactivateState, DeactivateStateByClass, DeProject, DisablePlayerInput, DisableWidget, EnablePlayerInput, EnableWidget, FindChild, FindChildIndex, FindChildUsingID, FindEventsOfClass, FocusFirstControl, FocusLastControl, GetActivePlayerCount, GetAspectRatioAutoScaleFactor, GetBestControllerId, GetBestPlayerIndex, GetBounds, GetCanvasToScreen, GetChildren, GetCurrentState, GetDockedWidgets, GetFocusedControl, GetInverseCanvasToScreen, GetLastFocusedControl, GetLoginStatus, GetNATType, GetObjectCount, GetParent, GetPlayerOwner, GetPosition, GetPositionVector, GetSupportedPlayerCount, GetSupportedUIActionKeyNames, GetViewportHeight, GetViewportOffset, GetViewportOrigin, GetViewportScale, GetViewportSize, GetViewportWidth, GetWidgetPathName, HasActiveStateOfClass, HasLinkConnection, Initialize, Initialized, InitializePlayerTracking, InsertChild, IsActive, IsEnabled, IsFocused, IsHidden, IsHoldingAlt, IsHoldingCtrl, IsHoldingShift, IsInitialized, IsLoggedIn, IsNeverFocused, IsPressed, IsVisible, KillFocus, LogCurrentState, NavigateFocus, NextControl, OnChangeVisibility, OnConsoleCommand, OnSetControllerId, OnShowAchievementsUI, OnShowContentMarketplaceUI, OnShowFeedbackUI, OnShowFriendInviteUI, OnShowFriendsUI, OnShowGamerCardUI, OnShowMembershipMarketplaceUI, OnShowMessagesUI, OnShowPlayersUI, OverrideLastFocusedControl, PixelToCanvas, PixelToScreen, PlayUISound, PostInitialize, PrevControl, PrivateSetVisibility, Project, RebuildNavigationLinks, RemoveChild, RemoveChildren, RemovedChild, RemovedFromParent, RemovePlayerData, ReplaceChild, RequestFormattingUpdate, RequestPrimitiveReview, RequestSceneUpdate, ScreenToCanvas, ScreenToPixel, SetEnabled, SetFocus, SetFocusToChild, SetInputMask, SetPosition, SetVisibility
Inherited Functions from Engine.UIRoot
<, =, ConvertWidgetIDToString, GetCurrentUIController, GetCursorPosition, GetCursorSize, GetDataStoreFieldValue, GetDataStoreStringValue, GetFaceOrientation, GetPrimitiveTransform, GetSceneClient, IsConsole, SetDataStoreFieldValue, SetDataStoreStringValue, SetMouseCaptureOverride


Variables Detail

ActiveContextMenu Source code

var const transient private UIContextMenu ActiveContextMenu;
The context menu currently being displayed or pending display.

ActiveToolTip Source code

var const transient private UIToolTip ActiveToolTip;
The tool tip currently being displayed or pending display.

bIssuedPreRenderCallback Source code

var transient bool bIssuedPreRenderCallback;
This flag is used to detect whether or not we are updating the scene for the first time, if it is FALSE and update scene is called, then we issue the PreRenderCallback for the scene so widgets have a chance to 'initialize' their positions if desired.

bMouseBoundsSet Source code

var const bool bMouseBoundsSet;
Used to determine whether or not the mouse boundaries have been set

bRefreshStringFormatting Source code

var transient bool bRefreshStringFormatting;
Indicates that all strings contained in this scene should be reformatted.

bRefreshWidgetStyles Source code

var transient bool bRefreshWidgetStyles;
Indicates that the Widgets displayed need to be redrawn. Once this is set to true, RefreshWidgets() will be called on the next Tick()

bResolvingScenePositions Source code

var transient const bool bResolvingScenePositions;
Indicates that the scene is currently resolving positions for widgets in this scene

bUpdateDockingStack Source code

var transient bool bUpdateDockingStack;
Indicates that the docking stack should be rebuilt on the next Tick()

bUpdateNavigationLinks Source code

var transient bool bUpdateNavigationLinks;
Indicates that the navigation links between the widgets owned by this scene are no longer up to date. Once this is set to true, RebuildNavigationLinks() will be called on the next Tick()

bUpdatePrimitiveUsage Source code

var transient bool bUpdatePrimitiveUsage;
Indicates that the value of bUsesPrimitives is potentially out of date. Normally set when a child is added or removed from the scene. When TRUE, UpdatePrimitiveUsage will be called during the next tick.

bUpdateScenePositions Source code

var transient bool bUpdateScenePositions;
Indicates that the widgets owned by this scene should re-evaluate their screen positions into absolute pixels on the next Tick().

bUsesPrimitives Source code

var transient const bool bUsesPrimitives;
Indicates that one or more widgets in this scene are using 3D primitives. Set to TRUE in Activate() if any children of this scene have true for UIScreenObject.bSupports3DPrimitives

CurrentViewportSize Source code

var Vector2D CurrentViewportSize;
The current aspect ratio for this scene's viewport. For scenes modified in the UI editor, this will be set according to the value of the resolution drop-down control. In game, this will be updated anytime the resolution is changed.

DockingStack Source code

var const transient native private array<UIDockingNode> DockingStack;
Tracks the docking relationships between widgets owned by this scene. Determines the order in which the UIObject.Position values for each widget in the sceen are evaluated into UIObject.RenderBounds @note: this variable is not serialized (even by GC) as the widget stored in this array will be serialized through the Children array.

InputSubscriptions Source code

var const transient native Map_Mirror InputSubscriptions;
Tracks the widgets owned by this scene which are currently eligible to process input. Maps the input keyname to the list of widgets that can process that event. @note: this variable is not serialized (even by GC) as the widgets stored in this map will be serialized through the Children array

LastPlayerIndex Source code

var transient int LastPlayerIndex;
The index for the player that this scene last received input from.

PlayerOwner Source code

var const transient LocalPlayer PlayerOwner;
The LocalPlayer which owns this scene. NULL if this scene is global (i.e. not owned by a player)

RenderStack Source code

var const transient private array<UIObject> RenderStack;
Tracks the order in which widgets were rendered, for purposes of hit detection.

SceneClient Source code

var const transient UISceneClient SceneClient;
the client for this scene - provides all global state information the scene requires for operation

SceneData Source code

var const instanced SceneDataStore SceneData;
The data store that provides access to this scene's temporary data

SceneLayerRoot Source code

var editoronly const private transient UILayerBase SceneLayerRoot;
The root of the layer hierarchy for this scene; only loaded in the editor. @todo ronp - temporarily marked this transient until I can address the bugs in layer browser which are holding references to deleted objects (also commented out the creation of the layer browser).

ScenePreview Source code

var editoronly Texture2D ScenePreview;
Preview thumbnail for the generic browser.

StandardContextMenu Source code

var const transient private UIContextMenu StandardContextMenu;
This context menu will be used as the context menu for widgets which do not provide their own

StandardToolTip Source code

var const transient private UIToolTip StandardToolTip;
This tooltip widget will be used to display tooltips for widgets which do not provide custom tool-tip widgets.

Flags

bAlwaysRenderScene Source code

var(Flags) bool bAlwaysRenderScene;
Overrides the setting of bRenderParentScenes for any scenes higher in the stack

bCloseOnLevelChange Source code

var(Flags) bool bCloseOnLevelChange;
Indicates whether the the scene should close itself when the level changes. This is useful for when you have a main menu and want to make certain it is closed when ever you switch to a new level.

bDisableWorldRendering Source code

var(Flags) bool bDisableWorldRendering;
TRUE to disable world rendering while this scene is active

bDisplayCursor Source code

var(Flags) bool bDisplayCursor;
Controls whether the cursor is shown while this scene is active. Interactive scenes such as menus will generally want this enabled, while non-interactive scenes, such as the HUD generally want it disabled. @todo - this bool may be unnecessary, since we can establish whether a scene should process mouse input by looking at the input events for the widgets of this scene; if any process any of the mouse keys (MouseX, MouseY, RMB, LMB, MMB, etc.) or if the scene can be a drop target, then this scene needs to process mouse input, and should probably display a cursor.... hmmm need to think about this assumption a bit more before implementing this

bEnableSceneDepthTesting Source code

var(Flags) bool bEnableSceneDepthTesting;
Controls whether depth testing is enabled for this scene. If TRUE then the 2d ui items are depth tested against the 3d ui scene

bEnableScenePostProcessing Source code

var(Flags) bool bEnableScenePostProcessing;
Controls whether post-processing is enabled for this scene.

bExemptFromAutoClose Source code

var(Flags) bool bExemptFromAutoClose;
If true this scene is exempted from Auto closuer when a scene above it closes

bFlushPlayerInput Source code

var(Flags) bool bFlushPlayerInput;
TRUE to flush all player input when this scene is opened.

bMenuLevelRestoresScene Source code

var(Flags) bool bMenuLevelRestoresScene;
TRUE indicates that this scene can be automatically reopened when the user returns to the main front-end menu.

bPauseGameWhileActive Source code

var(Flags) bool bPauseGameWhileActive;
Indicates whether the game should be paused while this scene is active.

bRenderParentScenes Source code

var(Flags) bool bRenderParentScenes;
Controls whether the scenes underneath this scene are rendered.

bRequiresNetwork Source code

var(Flags) bool bRequiresNetwork;
TRUE to indicate that this scene requires a valid network connection in order to be opened. If no network connection is available, the scene will be closed.

bRequiresOnlineService Source code

var(Flags) bool bRequiresOnlineService;
Set to TRUE to indicate that the user must be signed into an online service (for example, Windows live) in order to view this scene. If the user is not signed into an online service, the scene will be closed.

bSaveSceneValuesOnClose Source code

var(Flags) bool bSaveSceneValuesOnClose;
Indicates whether the scene should have its widgets save their values to the datastore on close.

Overlays

DefaultContextMenuClass Source code

var(Overlays) const class<UIContextMenu> DefaultContextMenuClass;
The UIContextMenu class to use for the StandardContextMenu

DefaultToolTipClass Source code

var(Overlays) const class<UIToolTip> DefaultToolTipClass;
The UIToolTip class to use for the StandardToolTip

Sound

SceneClosedCue Source code

var(Sound) name SceneClosedCue;
this sound is played when this scene is deactivated

SceneOpenedCue Source code

var(Sound) name SceneOpenedCue;
this sound is played when this scene is activated

Splitscreen

SceneInputMode Source code

var(Splitscreen) EScreenInputMode SceneInputMode;
Controls how this scene responds to input from multiple players.

SceneRenderMode Source code

var(Splitscreen) ESplitscreenRenderMode SceneRenderMode;
Controls how this scene will be rendered when split-screen is active.

UIScene

MouseBounds Source code

var(UIScene) UIMouseBounds MouseBounds;
The boundaries with which to restrict mouse movement in this scene

SceneTag Source code

var(UIScene) name SceneTag;
Semi-unique non-localized name for this scene which is used to reference the scene from unrealscript. For scenes which are gametype specific, each scene may wish to use the same SceneName (for example, if each game had a single scene which represented the HUD for that gametype, all of the HUD scenes might use "HUDScene" as their SceneName, so that the current game's HUD scene can be referenced using "HUDScene" regardless of which type of hud it is)


Delegates Detail

GetSceneInputMode Source code

delegate EScreenInputMode GetSceneInputMode ( ) )
Returns the screen input mode configured for this scene

OnSceneActivated Source code

delegate OnSceneActivated ( UIScene ActivatedScene, bool bInitialActivation )
Allows others to be notified when this scene becomes the active scene. Called after other activation methods have been called and after focus has been set on the scene
@param ActivatedScene the scene that was activated
@param bInitialActivation TRUE if this is the first time this scene is being activated; FALSE if this scene has become active as a result of closing another scene or manually moving this scene in the stack.

OnSceneDeactivated Source code

delegate OnSceneDeactivated ( UIScene DeactivatedScene )
Allows others to be notified when this scene is closed. Called after the SceneDeactivated event, after the scene has published its data to the data stores bound by the widgets of this scene.
@param DeactivatedScene the scene that was deactivated

OnTopSceneChanged Source code

delegate OnTopSceneChanged ( UIScene NewTopScene )
This notification is sent to the topmost scene when a different scene is about to become the topmost scene. Provides scenes with a single location to perform any cleanup for its children.
@note: this delegate is called while this scene is still the top-most scene.
@param NewTopScene the scene that is about to become the topmost scene.

ShouldModulateBackgroundAlpha Source code

delegate bool ShouldModulateBackgroundAlpha ( out float AlphaModulationPercent )
Provides scenes with a way to alter the amount of transparency to use when rendering parent scenes.
@param AlphaModulationPercent the value that will be used for modulating the alpha when rendering the scene below this one.
@return TRUE if alpha modulation should be applied when rendering the scene below this one.


Functions Detail

AnimEnd Source code

function AnimEnd ( UIObject AnimTarget, int AnimIndex, UIAnimationSeq AnimSeq )

CalculateInputMask Source code

final event CalculateInputMask ( ) )
Determines the appropriate PlayerInput mask for this scene, based on the scene's input mode.

CloseScene Source code

function bool CloseScene ( UIScene SceneToClose, optional bool bSkipKismetNotify, optional bool bSkipAnimation ) )
Closes the specified scene.
@param SceneToClose Scene that we want to close.
@param bSkipKismetNotify Whether or not to close the kismet notify for the scene.
@param bSkipAnimation Whether or not to skip the close animation for this scene.

ForceImmediateSceneUpdate Source code

native final noexport function ForceImmediateSceneUpdate ( )
Triggers an immediate full scene update (rebuilds docking stacks if necessary, resolves scene positions if necessary, etc.); scene updates normally occur at the beginning of each scene's Tick() so this function should only be called if you must change the positions and/or formatting of a widget in the scene after the scene has been ticked, but before it's been rendered. @note: noexport because this simply calls through to the C++ UpdateScene().

GetActiveContextMenu Source code

native final const function UIContextMenu GetActiveContextMenu ( ) con )
Returns the scene's currently active context menu, if there is one.

GetActiveToolTip Source code

native final const function UIToolTip GetActiveToolTip ( ) con )
Returns the scene's currently active tool-tip, if there is one.

GetDefaultContextMenu Source code

native final function UIContextMenu GetDefaultContextMenu ( )
Returns the scene's default context menu widget, creating one if necessary.

GetDefaultToolTip Source code

native final function UIToolTip GetDefaultToolTip ( )
Returns the scene's default tooltip widget, creating one if necessary.

GetPreviousScene Source code

native final function UIScene GetPreviousScene ( bool bRequireMatchingPlayerOwner=true )
Returns the scene that is below this one in the scene client's stack of active scenes.
@param bRequireMatchingPlayerOwner TRUE indicates that only a scene that has the same value for PlayerOwner as this scene may be considered the "previous" scene to this one

GetSceneDataStore Source code

native final function SceneDataStore GetSceneDataStore ( )
Gets the data store for this scene, creating one if necessary.

GetWorldInfo Source code

native function WorldInfo GetWorldInfo ( )
Returns the current WorldInfo

IsSceneActive Source code

native final const function bool IsSceneActive ( optional bool bTopmostScene ) con )
Wrapper for easily determining whether this scene is in the scene client's list of active scenes.
@param bTopmostScene specify TRUE to check whether the scene is also the scene client's topmost scene.

LoadSceneDataValues Source code

native final function LoadSceneDataValues ( )
Notifies all children that are bound to readable data stores to retrieve their initial value from those data stores.

LogCurrentState Source code

function LogCurrentState ( int Indent ) )

LogDockingStack Source code

event LogDockingStack ( ) )

LogRenderBounds Source code

function LogRenderBounds ( int Indent ) )

NotifyGameSessionEnded Source code

function NotifyGameSessionEnded ( ) )
Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection.

NotifyLinkStatusChanged Source code

function NotifyLinkStatusChanged ( bool bConnected ) )
Called when the status of the platform's network connection changes.

NotifyOnlineServiceStatusChanged Source code

function NotifyOnlineServiceStatusChanged ( EOnlineServerConnectionStatus NewConnectionStatus ) )
Notification that the player's connection to the platform's online service is changed.

OpenScene Source code

function UIScene OpenScene ( UIScene SceneToOpen, optional bool bSkipAnimation=false, optional delegate<OnSceneActivated> SceneDelegate=None) )
Opens a UI Scene given a reference to a scene to open.
@param SceneToOpen Scene that we want to open.
@param bSkipAnimation specify TRUE to indicate that opening animations should be bypassed.
@param SceneDelegate if specified, will be called when the scene has finished opening.

RebuildDockingStack Source code

native final function RebuildDockingStack ( )
Clears and rebuilds the complete DockingStack. It is not necessary to manually rebuild the DockingStack when simply adding or removing widgets from the scene, since those types of actions automatically updates the DockingStack.

ResetMouseBounds Source code

native final function ResetMouseBounds ( )
Reset the 'MouseBounds' struct to its default values

ResolveDataStore Source code

native final function UIDataStore ResolveDataStore ( Name DataStoreTag, optional LocalPlayer InPlayerOwner )
Find the data store that has the specified tag. If the data store's tag is SCENE_DATASTORE_TAG, the scene's data store is returned, otherwise searches through the global data stores for a data store with a Tag matching the specified name.
@param DataStoreTag A name corresponding to the 'Tag' property of a data store
@param InPlayerOwner The player owner to use for resolving the datastore. If NULL, the scene's playerowner will be used instead.
@return a pointer to the data store that has a Tag corresponding to DataStoreTag, or NULL if no data were found with that tag.

ResolveScenePositions Source code

native final function ResolveScenePositions ( )
Iterates through the scene's DockingStack, and evaluates the Position values for each widget owned by this scene into actual pixel values, then stores that result in the widget's RenderBounds field.

SaveSceneDataValues Source code

native final function SaveSceneDataValues ( optional bool bUnbindSubscribers )
Notifies all children of this scene that are bound to writable data stores to publish their values to those data stores.
@param bUnbindSubscribers if TRUE, all data stores bound by widgets and strings in this scene will be unbound.

SceneActivated Source code

event SceneActivated ( bool bInitialActivation ) )
Called just after the scene is added to the ActiveScenes array, or when this scene has become the active scene as a result of closing another scene.
@param bInitialActivation TRUE if this is the first time this scene is being activated; FALSE if this scene has become active as a result of closing another scene or manually moving this scene in the stack.

SceneCreated Source code

function SceneCreated ( UIScene CreatedScene )
Default handler for the OnCreateScene delegate

SceneDeactivated Source code

event SceneDeactivated ( ) )
Called just after this scene is removed from the active scenes array

SetActiveContextMenu Source code

native final function bool SetActiveContextMenu ( UIContextMenu NewContextMenu, int PlayerIndex )
Changes the scene's ActiveContextMenu to the one specified.
@param NewContextMenu the new context menu to activate, or NULL to clear any active context menus.
@param PlayerIndex the index of the player to display the context menu for.
@return TRUE if the scene's ActiveContextMenu was successfully changed to the new value.

SetActiveToolTip Source code

native final function bool SetActiveToolTip ( UIToolTip NewToolTip )
Changes the scene's ActiveToolTip to the one specified.

SetInputMask Source code

event SetInputMask ( byte NewInputMask, optional bool bRecurse=true ) )
Changes the player input mask for this control, which controls which players this control will accept input from.
@param NewInputMask the new mask that should be assigned to this control
@param bRecurse if TRUE, calls SetInputMask on all child controls as well.

SetMouseBounds Source code

native final function SetMouseBounds ( EUIWidgetFace Face, optional float Value, optional bool bPixelValue, optional UIObject BoundaryObject )
Modifies the scenes mouse boundaries during runtime.
@param Face the side of the scene which the boundary will be applied to
@param Value the value (in either pixels or percentage) of the current boundary
@param bPixelValue if true, 'Value' will be interpreted as a raw pixel value
@param BoundaryObject if set, Value/bPixelValue will be ignored and the mouse boundaries will be set based upon the input object

SetSceneInputMode Source code

native final function SetSceneInputMode ( EScreenInputMode NewInputMode )
Changes the screen input mode for this scene.

SetVisibility Source code

event SetVisibility ( bool bIsVisible ) )
Changes whether this widget is visible or not. Should be overridden in child classes to perform additional logic or abort the visibility change.
@param bIsVisible TRUE if the widget should be visible; false if not.

UnbindSubscribers Source code

native final function UnbindSubscribers ( )
Makes all the widgets in this scene unsubscribe from their bound datastores.


Defaultproperties

defaultproperties
{
   MouseBounds=(bFullscreenOnly=True,Value[2]=1.000000,Value[3]=1.000000)
   bDisplayCursor=True
   bPauseGameWhileActive=True
   bCloseOnLevelChange=True
   bSaveSceneValuesOnClose=True
   bFlushPlayerInput=True
   DefaultToolTipClass=Class'Engine.UIToolTip'
   DefaultContextMenuClass=Class'Engine.UIContextMenu'
   SceneInputMode=INPUTMODE_Locked
   SceneRenderMode=SPLITRENDER_PlayerOwner
   CurrentViewportSize=(X=1024.000000,Y=768.000000)
   SceneOpenedCue="SceneOpened"
   SceneClosedCue="SceneClosed"
   DefaultStates(2)=Class'Engine.UIState_Focused'
   DefaultStates(3)=Class'Engine.UIState_Active'
   Begin Object Class=UIComp_Event Name=SceneEventComponent ObjName=SceneEventComponent Archetype=UIComp_Event'Engine.Default__UIComp_Event'
      DefaultEvents(0)=(EventTemplate=UIEvent_Initialized'Engine.Default__UIScene:SceneInitializedEvent')
      DefaultEvents(1)=(EventTemplate=UIEvent_SceneActivated'Engine.Default__UIScene:SceneActivatedEvent')
      DefaultEvents(2)=(EventTemplate=UIEvent_SceneDeactivated'Engine.Default__UIScene:SceneDeactivatedEvent')
      DefaultEvents(3)=(EventTemplate=UIEvent_OnEnterState'Engine.Default__UIScene:EnteredStateEvent')
      DefaultEvents(4)=(EventTemplate=UIEvent_OnLeaveState'Engine.Default__UIScene:LeftStateEvent')
      Name="SceneEventComponent"
      ObjectArchetype=UIComp_Event'Engine.Default__UIComp_Event'
   End Object
   EventProvider=SceneEventComponent
   Name="Default__UIScene"
   ObjectArchetype=UIScreenObject'Engine.Default__UIScreenObject'
}

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Creation time: sk 18-3-2018 10:00:47.795 - Created with UnCodeX