*/virtualvoidOnArrangeChildren(constFGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren )constoverride =0;/** * A Panel's desired size in the space required to arrange of its children on the screen while respecting all of * the children's desired sizes and any layout-related option...
Border_RangeStart 的绘制为(Draw As)设为圆形盒体(RoundedBox),轮廓设置(Outline Settings)如下。 SizeBox_RangeInterval 的高度重载(Height Override)为 16,所需最小宽度(Min Desired Width)为 32。 SizeBox_RangeEnd 的水平对齐(Horizontal Alignment)设为右对齐,宽、高重载(Width Override、Height Override)都为 ...
Play Sound2D SoundClick_on_Button Branch Condition True False Reloading? Play Sound2D SoundClick_on_Button Branch Condition True False Shotgun Attached Bullets <= 5 Branch Condition True False Reloading? Delay Duration1.0 Completed Play Sound2D Sound SET Bullets Branch Condition True ...
其实这个SButton才是我们真正渲染的Slate组件,创建SButton之后,将其赋给了UButton自身的成员变量MyButton,如此以来,便完成了UWidget与SWidget的绑定工作,每当我们创建一个UWidget,背后必定有一个对应的SWidget被创建,这也是UMG模块与Slate模块所对应的关系。
The 2D user interface is an extremely basic UMG user interface. I’m assuming that’s throw-away, and you would build your own UI. Then again, if you wanted to do a very simple domain-specific modeling tool, like say a 3D sculpting tool for cleaning up medical scans, you might be ...
kept for filtering */ UClass* DesiredClass; /** Handle to the registered OnActorSpawned delegate*/ FDelegateHandle ActorSpawnedDelegateHandle; /** * Default ctor, inits everything */ FActorIteratorState(const UWorld* InWorld, const TSubclassOf<AActor> InClass) : CurrentWorld( InWorld ), In...