Touch Interface Designer 2025.2
Create touch interface with a visual editor and manage all mobile inputs like gestures
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ULayoutComponent Class Reference

#include <LayoutComponent.h>

Inheritance diagram for ULayoutComponent:
Collaboration diagram for ULayoutComponent:

Public Member Functions

 ULayoutComponent ()
virtual void BeginDestroy () override
virtual TSharedRef< SLayoutComponentTakeWidget (SConstraintCanvas::FSlot *WidgetSlot, TSharedPtr< STouchInterface > LayoutWidget, ULocalPlayer *LocalPlayer, TSharedPtr< SLayoutComponent > InParent=nullptr)
UTextureRenderTarget2D * GetCollapsedLayer ()
FVector2D GetComponentOffset () const
void SetComponentOffset (const FVector2D InCenterOffset)
virtual void UpdateScaleFactor (const FGeometry &LayoutGeometry, const float &ScaleFactor)
void SetPortraitMode (const bool bEnable)
bool IsInPortraitMode () const
bool AllowPositionModification () const
bool AllowSizeModification () const
virtual TSharedPtr< SLayoutComponentGetWidgetInstance () const
TSharedPtr< STouchInterfaceGetTouchInterfaceWidget () const
void SetAnchor (const FAnchors NewAnchor)
void SetTopLeftLocation (const FVector2D Value)
void SetSize (const FVector2D Value)
FVector2D GetParentSize () const
BlueprintCallable FAnchors GetAnchor () const
BlueprintCallable FVector2D GetAlignment () const
BlueprintPure FVector4f GetAnchorOffset () const
virtual BlueprintPure FVector2D GetComponentLocation () const
virtual BlueprintPure FVector2D GetComponentTopLeftLocation ()
virtual BlueprintPure FVector2D GetComponentLocalLocation () const
virtual BlueprintPure FVector2D GetLayoutTopLeftLocation () const
virtual BlueprintPure FVector2D GetLayoutTopLeftCenterLocation () const
virtual BlueprintPure FVector2D GetLayoutTopLeftLocationAtAlignment (FVector2D AtAlignment)
BlueprintPure float GetComponentAngle () const
BlueprintPure FVector2D GetComponentSize () const
virtual BlueprintPure FVector4f GetComponentMaxOffset () const
BlueprintPure FVector2D GetComponentSizeScale () const
virtual BlueprintCallable void SetComponentAnchorPreset (const EAnchorPosition Anchor)
virtual BlueprintCallable void SetComponentAlignment (const FVector2D NewAlignment)
virtual BlueprintCallable void SetAnchorOffset (const FVector4f NewAnchorOffset)
virtual BlueprintCallable void SetComponentLocation (const FVector2D NewLocation)
virtual BlueprintCallable void SetComponentLocalLocation (const FVector2D NewLocation)
virtual BlueprintCallable void SetComponentPortraitOffset (const FVector2D NewOffset)
virtual BlueprintCallable void SetComponentAngle (const float Value)
virtual BlueprintCallable void SetComponentSize (const FVector2D NewSize)
virtual BlueprintCallable void SetComponentSizeScale (const FVector2D NewSizeScale)
virtual BlueprintPure bool IsUnderLocation (const FVector2D AbsoluteLocation)
virtual BlueprintPure bool CanInteract () const
virtual BlueprintCallable bool IsPressed () const
virtual BlueprintCallable void SetComponentVisibility (const bool bVisible)
virtual BlueprintCallable bool IsVisible ()
virtual BlueprintCallable void Recenter (const FVector2D LayoutPosition=FVector2D::ZeroVector)
virtual BlueprintCallable void ResetPosition ()
virtual BlueprintCallable const FGeometry & GetComponentGeometry ()
virtual BlueprintPure bool IsChild () const
BlueprintPure ULayoutComponentGetParent () const
BlueprintPure UTouchInterfaceLayoutGetTouchInterfaceLayout () const
virtual BlueprintCallable void RebuildDecorators () const
BlueprintCallable UComponentDecoratorAddDecoratorByClass (TSubclassOf< UComponentDecorator > DecoratorClass, const FName Name)
BlueprintCallable void AddDecorator (UComponentDecorator *Decorator)
BlueprintCallable UComponentDecoratorInsertDecoratorByClassAt (TSubclassOf< UComponentDecorator > DecoratorClass, FName Name, int32 Index)
BlueprintCallable void InsertDecoratorAt (UComponentDecorator *Decorator, int32 Index)
BlueprintCallable void RemoveDecoratorByName (const FName Name)
BlueprintCallable void RemoveDecoratorAt (const int32 Index)
BlueprintPure int32 GetDecoratorIndex (const FName Name)
BlueprintPure UComponentDecoratorGetDecoratorByName (const FName Name, bool bRecursive)
BlueprintPure UComponentDecoratorGetDecoratorByIndex (const int32 Index)
BlueprintPure TArray< UComponentDecorator * > GetAllDecorators (bool bRecursive)
BlueprintPure TArray< FName > GetAllDecoratorNames (bool bRecursive)
BlueprintPure UProgressBarLayerGetDecoratorAsProgressBar (const FName LayerName)
BlueprintPure UTextLayerGetDecoratorAsText (const FName LayerName)
BlueprintPure UBlurLayerGetDecoratorAsBlur (const FName LayerName)
BlueprintPure UFlipbookLayerGetDecoratorAsFlipbook (const FName LayerName)
BlueprintPure UComponentDecoratorGroupGetDecoratorAsGroup (const FName LayerName)
BlueprintPure UWidgetLayerGetDecoratorAsWidget (const FName LayerName)
BlueprintPure bool ContainDecoratorName (const FName Name, bool bRecursive=false)
BlueprintPure bool ContainDecorator (UObject *LayerObject)
BlueprintPure bool ContainDecoratorClass (TSubclassOf< UComponentDecorator > Class)
BlueprintCallable float GetOpacity () const
BlueprintCallable void SetOpacity (const float Value)
bool HitPixel (const FVector2D NormalizedPosition, const float AlphaTolerance=0)
BlueprintCallable void BeginEditDecorator (const FName LayerName)
BlueprintCallable void EndEditDecorator ()
bool ConsumeInput () const
bool CanRecenter () const
FVector2D GetOffsetFromCenter () const
EInteractionType GetInteractionShape () const
BlueprintPure float GetInteractionSize () const
BlueprintCallable int32 GetInputPriority () const
BlueprintCallable bool IsConsumeInput () const
BlueprintPure ULayoutGroupComponentGetGroup ()
BlueprintCallable void SetInteractionSize (const float Value)
BlueprintCallable void SetInputPriority (const int32 NewPriority)
BlueprintCallable void SetConsumeInput (const bool Value)
BlueprintCallable void EnableInput ()
BlueprintCallable void DisableInput ()
BlueprintPure bool IsInputEnabled ()
BlueprintCallable UComponentLogic * SetLogic (const TSubclassOf< UComponentLogic > NewLogicClass)

Public Attributes

 Category ="Layout Component"
 BlueprintCallable
 meta
 EditAnywhere
 BlueprintReadOnly
FVector2D DesignLocation
BlueprintReadOnly FVector2D PortraitOffset
FVector2D DesignSize
TArray< TObjectPtr< UComponentDecorator > > Decorators
BlueprintReadOnly uint8 bIsVisible:1
BlueprintReadOnly uint8 bOptimizeRendering:1
BlueprintReadOnly bool bAllowLocationModification
BlueprintReadOnly FVector4f MaxCenterOffset
BlueprintReadOnly uint8 bAllowSizeModification:1
BlueprintReadOnly FVector2D MaxSizeScale
BlueprintReadOnly uint8 bRecenterOnTouch:1
BlueprintReadWrite EInteractionType InteractionShape
BlueprintReadOnly uint8 bConsumeInput:1
Instanced TObjectPtr< UComponentLogic > Logic

Protected Attributes

FVector2D LayoutModifierOffset
float CurrentSizeScale
TSharedPtr< SLayoutComponentComponentWidget
TSharedPtr< STouchInterfaceTouchInterfaceWidget
TObjectPtr< UComponentLogic > LogicCompInstance
FVector2D OffsetFromCenter
FVector2D TopLeftLocation

Detailed Description

Base class for component in touch interface layout

Constructor & Destructor Documentation

◆ ULayoutComponent()

ULayoutComponent::ULayoutComponent ( )

Member Function Documentation

◆ AddDecorator()

void ULayoutComponent::AddDecorator ( UComponentDecorator * Decorator)

◆ AddDecoratorByClass()

UComponentDecorator * ULayoutComponent::AddDecoratorByClass ( TSubclassOf< UComponentDecorator > DecoratorClass,
const FName Name )

◆ AllowPositionModification()

bool ULayoutComponent::AllowPositionModification ( ) const
inline

◆ AllowSizeModification()

bool ULayoutComponent::AllowSizeModification ( ) const
inline

◆ BeginDestroy()

void ULayoutComponent::BeginDestroy ( )
overridevirtual

Reimplemented in ULayoutGroupComponent.

◆ BeginEditDecorator()

void ULayoutComponent::BeginEditDecorator ( const FName LayerName)

◆ CanInteract()

bool ULayoutComponent::CanInteract ( ) const
virtual

◆ CanRecenter()

bool ULayoutComponent::CanRecenter ( ) const
inline

◆ ConsumeInput()

bool ULayoutComponent::ConsumeInput ( ) const
inline

◆ ContainDecorator()

bool ULayoutComponent::ContainDecorator ( UObject * LayerObject)

◆ ContainDecoratorClass()

bool ULayoutComponent::ContainDecoratorClass ( TSubclassOf< UComponentDecorator > Class)

◆ ContainDecoratorName()

bool ULayoutComponent::ContainDecoratorName ( const FName Name,
bool bRecursive = false )

◆ DisableInput()

void ULayoutComponent::DisableInput ( )

◆ EnableInput()

void ULayoutComponent::EnableInput ( )

◆ EndEditDecorator()

void ULayoutComponent::EndEditDecorator ( )

◆ GetAlignment()

BlueprintCallable FVector2D ULayoutComponent::GetAlignment ( ) const
inline

◆ GetAllDecoratorNames()

TArray< FName > ULayoutComponent::GetAllDecoratorNames ( bool bRecursive)

◆ GetAllDecorators()

TArray< UComponentDecorator * > ULayoutComponent::GetAllDecorators ( bool bRecursive)

◆ GetAnchor()

BlueprintCallable FAnchors ULayoutComponent::GetAnchor ( ) const
inline

◆ GetAnchorOffset()

BlueprintPure FVector4f ULayoutComponent::GetAnchorOffset ( ) const
inline

◆ GetCollapsedLayer()

UTextureRenderTarget2D * ULayoutComponent::GetCollapsedLayer ( )

◆ GetComponentAngle()

BlueprintPure float ULayoutComponent::GetComponentAngle ( ) const
inline

◆ GetComponentGeometry()

const FGeometry & ULayoutComponent::GetComponentGeometry ( )
virtual

◆ GetComponentLocalLocation()

FVector2D ULayoutComponent::GetComponentLocalLocation ( ) const
virtual

◆ GetComponentLocation()

FVector2D ULayoutComponent::GetComponentLocation ( ) const
virtual

◆ GetComponentMaxOffset()

virtual BlueprintPure FVector4f ULayoutComponent::GetComponentMaxOffset ( ) const
inlinevirtual

◆ GetComponentOffset()

FVector2D ULayoutComponent::GetComponentOffset ( ) const
inline

◆ GetComponentSize()

FVector2D ULayoutComponent::GetComponentSize ( ) const

◆ GetComponentSizeScale()

BlueprintPure FVector2D ULayoutComponent::GetComponentSizeScale ( ) const
inline

◆ GetComponentTopLeftLocation()

FVector2D ULayoutComponent::GetComponentTopLeftLocation ( )
virtual

◆ GetDecoratorAsBlur()

UBlurLayer * ULayoutComponent::GetDecoratorAsBlur ( const FName LayerName)

◆ GetDecoratorAsFlipbook()

UFlipbookLayer * ULayoutComponent::GetDecoratorAsFlipbook ( const FName LayerName)

◆ GetDecoratorAsGroup()

UComponentDecoratorGroup * ULayoutComponent::GetDecoratorAsGroup ( const FName LayerName)

◆ GetDecoratorAsProgressBar()

UProgressBarLayer * ULayoutComponent::GetDecoratorAsProgressBar ( const FName LayerName)

◆ GetDecoratorAsText()

UTextLayer * ULayoutComponent::GetDecoratorAsText ( const FName LayerName)

◆ GetDecoratorAsWidget()

UWidgetLayer * ULayoutComponent::GetDecoratorAsWidget ( const FName LayerName)

◆ GetDecoratorByIndex()

UComponentDecorator * ULayoutComponent::GetDecoratorByIndex ( const int32 Index)

◆ GetDecoratorByName()

UComponentDecorator * ULayoutComponent::GetDecoratorByName ( const FName Name,
bool bRecursive )

◆ GetDecoratorIndex()

int32 ULayoutComponent::GetDecoratorIndex ( const FName Name)

◆ GetGroup()

ULayoutGroupComponent * ULayoutComponent::GetGroup ( )

◆ GetInputPriority()

BlueprintCallable int32 ULayoutComponent::GetInputPriority ( ) const
inline

◆ GetInteractionShape()

EInteractionType ULayoutComponent::GetInteractionShape ( ) const
inline

◆ GetInteractionSize()

BlueprintPure float ULayoutComponent::GetInteractionSize ( ) const
inline

◆ GetLayoutTopLeftCenterLocation()

FVector2D ULayoutComponent::GetLayoutTopLeftCenterLocation ( ) const
virtual

◆ GetLayoutTopLeftLocation()

FVector2D ULayoutComponent::GetLayoutTopLeftLocation ( ) const
virtual

◆ GetLayoutTopLeftLocationAtAlignment()

FVector2D ULayoutComponent::GetLayoutTopLeftLocationAtAlignment ( FVector2D AtAlignment)
virtual

◆ GetOffsetFromCenter()

FVector2D ULayoutComponent::GetOffsetFromCenter ( ) const
inline

◆ GetOpacity()

BlueprintCallable float ULayoutComponent::GetOpacity ( ) const
inline

◆ GetParent()

ULayoutComponent * ULayoutComponent::GetParent ( ) const

◆ GetParentSize()

FVector2D ULayoutComponent::GetParentSize ( ) const

◆ GetTouchInterfaceLayout()

UTouchInterfaceLayout * ULayoutComponent::GetTouchInterfaceLayout ( ) const

◆ GetTouchInterfaceWidget()

TSharedPtr< STouchInterface > ULayoutComponent::GetTouchInterfaceWidget ( ) const
inline

◆ GetWidgetInstance()

virtual TSharedPtr< SLayoutComponent > ULayoutComponent::GetWidgetInstance ( ) const
inlinevirtual

◆ HitPixel()

bool ULayoutComponent::HitPixel ( const FVector2D NormalizedPosition,
const float AlphaTolerance = 0 )

[EXPERIMENTAL] Tests whether or not there is a transparent pixel at the desired position in the decorator.

◆ InsertDecoratorAt()

void ULayoutComponent::InsertDecoratorAt ( UComponentDecorator * Decorator,
int32 Index )

◆ InsertDecoratorByClassAt()

UComponentDecorator * ULayoutComponent::InsertDecoratorByClassAt ( TSubclassOf< UComponentDecorator > DecoratorClass,
FName Name,
int32 Index )

◆ IsChild()

bool ULayoutComponent::IsChild ( ) const
virtual

◆ IsConsumeInput()

BlueprintCallable bool ULayoutComponent::IsConsumeInput ( ) const
inline

◆ IsInPortraitMode()

bool ULayoutComponent::IsInPortraitMode ( ) const
inline

◆ IsInputEnabled()

bool ULayoutComponent::IsInputEnabled ( )

◆ IsPressed()

bool ULayoutComponent::IsPressed ( ) const
virtual

◆ IsUnderLocation()

bool ULayoutComponent::IsUnderLocation ( const FVector2D AbsoluteLocation)
virtual

◆ IsVisible()

bool ULayoutComponent::IsVisible ( )
virtual

◆ RebuildDecorators()

void ULayoutComponent::RebuildDecorators ( ) const
virtual

◆ Recenter()

void ULayoutComponent::Recenter ( const FVector2D LayoutPosition = FVector2D::ZeroVector)
virtual

◆ RemoveDecoratorAt()

void ULayoutComponent::RemoveDecoratorAt ( const int32 Index)

◆ RemoveDecoratorByName()

void ULayoutComponent::RemoveDecoratorByName ( const FName Name)

◆ ResetPosition()

void ULayoutComponent::ResetPosition ( )
virtual

◆ SetAnchor()

void ULayoutComponent::SetAnchor ( const FAnchors NewAnchor)

◆ SetAnchorOffset()

void ULayoutComponent::SetAnchorOffset ( const FVector4f NewAnchorOffset)
virtual

◆ SetComponentAlignment()

void ULayoutComponent::SetComponentAlignment ( const FVector2D NewAlignment)
virtual

◆ SetComponentAnchorPreset()

void ULayoutComponent::SetComponentAnchorPreset ( const EAnchorPosition Anchor)
virtual

◆ SetComponentAngle()

void ULayoutComponent::SetComponentAngle ( const float Value)
virtual

◆ SetComponentLocalLocation()

void ULayoutComponent::SetComponentLocalLocation ( const FVector2D NewLocation)
virtual

◆ SetComponentLocation()

void ULayoutComponent::SetComponentLocation ( const FVector2D NewLocation)
virtual

◆ SetComponentOffset()

void ULayoutComponent::SetComponentOffset ( const FVector2D InCenterOffset)
inline

◆ SetComponentPortraitOffset()

void ULayoutComponent::SetComponentPortraitOffset ( const FVector2D NewOffset)
virtual

◆ SetComponentSize()

void ULayoutComponent::SetComponentSize ( const FVector2D NewSize)
virtual

◆ SetComponentSizeScale()

void ULayoutComponent::SetComponentSizeScale ( const FVector2D NewSizeScale)
virtual

◆ SetComponentVisibility()

void ULayoutComponent::SetComponentVisibility ( const bool bVisible)
virtual

◆ SetConsumeInput()

BlueprintCallable void ULayoutComponent::SetConsumeInput ( const bool Value)
inline

◆ SetInputPriority()

void ULayoutComponent::SetInputPriority ( const int32 NewPriority)

◆ SetInteractionSize()

void ULayoutComponent::SetInteractionSize ( const float Value)

◆ SetLogic()

UComponentLogic * ULayoutComponent::SetLogic ( const TSubclassOf< UComponentLogic > NewLogicClass)

◆ SetOpacity()

BlueprintCallable void ULayoutComponent::SetOpacity ( const float Value)
inline

◆ SetPortraitMode()

void ULayoutComponent::SetPortraitMode ( const bool bEnable)

◆ SetSize()

void ULayoutComponent::SetSize ( const FVector2D Value)

◆ SetTopLeftLocation()

void ULayoutComponent::SetTopLeftLocation ( const FVector2D Value)

◆ TakeWidget()

TSharedRef< SLayoutComponent > ULayoutComponent::TakeWidget ( SConstraintCanvas::FSlot * WidgetSlot,
TSharedPtr< STouchInterface > LayoutWidget,
ULocalPlayer * LocalPlayer,
TSharedPtr< SLayoutComponent > InParent = nullptr )
virtual

Reimplemented in ULayoutGroupComponent.

◆ UpdateScaleFactor()

void ULayoutComponent::UpdateScaleFactor ( const FGeometry & LayoutGeometry,
const float & ScaleFactor )
virtual

Member Data Documentation

◆ bAllowLocationModification

BlueprintReadOnly bool ULayoutComponent::bAllowLocationModification

◆ bAllowSizeModification

BlueprintReadOnly uint8 ULayoutComponent::bAllowSizeModification

◆ bConsumeInput

BlueprintReadOnly uint8 ULayoutComponent::bConsumeInput

◆ bIsVisible

BlueprintReadOnly uint8 ULayoutComponent::bIsVisible

◆ BlueprintCallable

ULayoutComponent::BlueprintCallable

◆ BlueprintReadOnly

ULayoutComponent::BlueprintReadOnly

◆ bOptimizeRendering

BlueprintReadOnly uint8 ULayoutComponent::bOptimizeRendering

◆ bRecenterOnTouch

BlueprintReadOnly uint8 ULayoutComponent::bRecenterOnTouch

◆ Category

ULayoutComponent::Category ="Layout Component"

Get component location in layout space. It's location from anchor. If you want location from Top Left, see GetComponentTopLeftLocation.

Get top left location of component. Act as if the alignment were located on the top left (0.0f, 0.0f)

Get component location in local space. If child, return offset from parent

Get component location in layout space. Act as if the anchors were located on the top left. FAnchor(0).

Get component location in layout space. Take alignment of component into account

Get component location in layout space at desired alignment of component Act as if the anchors were located on the top left. FAnchor(0).

Set component location in layout space. If you want to set offset from parent, use SetComponentLocalLocation.

Get group of this component. Be careful, can be null. Check with IsChild() before.

Rebuild all decorator in widget. Theoretically, you should not have to call this function. DO NOT CALL THIS FUNCTION EVERY FRAME.

Insert new decorator. Return instance of created decorator.

Parameters
DecoratorClassdecorator type.
Namename of new decorator.
IndexIndicate order in array. Used as zorder, the smaller the index, the higher the priority given to drawing the decorator.

Insert new decorator.

Parameters
Decoratordecorator instance.
IndexIndicate order in array. Used as zorder, the smaller the index, the higher the priority given to drawing the decorator.

Returns decorator by name as a linear progress bar. Warning! Can be null.

Returns decorator by name as a text. Warning! Can be null.

Returns decorator by name as a blur. Warning! Can be null.

Returns decorator by name as a flipbook. Warning! Can be null.

Returns decorator by name as a decorator group. Warning! Can be null.

Returns decorator by name as a widget. Warning! Can be null.

Returns true if contain decorator with specified name.

Parameters
NameName of decorator
bRecursiveCheck in decorator group

Set the name of decorator that is modified. decorator ref will be cached until EndLayerEdit() was called. You can always edit decorator by referencing decorator name in function. Use this function to do multiple decorator modification in one frame (optimized).

Return group input component. Can return nullptr if this component is not in a group input.

Enable or not consume input. If enabled, block other component that is under finger's touch location with lower priority.

Layout space location of component. The scaling algorithm will not adapt the component position to the screen size.

Global size of component (geometry). Visual of component (Decorator) can be smaller or higher than geometry.

Location offset in portrait mode. By default portrait location value is exactly the same as landscape location value. but sometimes you may want to adjust the portrait location.

[EXPERIMENTAL] Collapse all layers into one. Faster rendering but need more step when decorator is modified. Do not use this if your decorator is modified frequently like progress bar.

Max offset allowed in layout modifier. X = Top, Y = Right, Z = Bottom, W = Left

Max size scale allowed in layout modifier. X = Min, Y = Max

If enabled, the component is re-centered when the user touches it. The maximum offset from origin is based on the interaction size.

Select the interaction shape to detect hit.

Global size of hit box (percentage of component size). By default, hit box has a size that match component size. If you want, you can adjust the size of hit box by increasing or decreasing this percentage. For example, if the component size is 150su (Slate Unit): 100% = 150su. 150% = 225su. 50% = 75su.

Enable or not the consume input. Used to decide which component receives the input if more than one hit box is affected (under pointer's location). If enabled, only components with a higher priority can receive inputs. If disabled, all components under this component will receive input.

Used to decide which component receives the input if more than one hit box is affected. A high priority allows this component to receive inputs in the event of a conflict with another component.

◆ ComponentWidget

TSharedPtr<SLayoutComponent> ULayoutComponent::ComponentWidget
protected

◆ CurrentSizeScale

float ULayoutComponent::CurrentSizeScale
protected

◆ Decorators

TArray<TObjectPtr<UComponentDecorator> > ULayoutComponent::Decorators

◆ DesignLocation

FVector2D ULayoutComponent::DesignLocation

Only used for layout modifier. Do not modify this property directly.

◆ DesignSize

FVector2D ULayoutComponent::DesignSize

Only used for layout modifier. Do not modify this property directly.

◆ EditAnywhere

ULayoutComponent::EditAnywhere

◆ InteractionShape

BlueprintReadWrite EInteractionType ULayoutComponent::InteractionShape

◆ LayoutModifierOffset

FVector2D ULayoutComponent::LayoutModifierOffset
protected

◆ Logic

Instanced TObjectPtr<UComponentLogic> ULayoutComponent::Logic

◆ LogicCompInstance

TObjectPtr<UComponentLogic> ULayoutComponent::LogicCompInstance
protected

◆ MaxCenterOffset

BlueprintReadOnly FVector4f ULayoutComponent::MaxCenterOffset

◆ MaxSizeScale

BlueprintReadOnly FVector2D ULayoutComponent::MaxSizeScale

◆ meta

ULayoutComponent::meta
Initial value:
=(DeterminesOutputType = "Class"))
UComponentDecorator* GetDecoratorByClass(TSubclassOf<UComponentDecorator> Class)
Definition ComponentDecorator.h:36

◆ OffsetFromCenter

FVector2D ULayoutComponent::OffsetFromCenter
protected

◆ PortraitOffset

BlueprintReadOnly FVector2D ULayoutComponent::PortraitOffset

◆ TopLeftLocation

FVector2D ULayoutComponent::TopLeftLocation
protected

◆ TouchInterfaceWidget

TSharedPtr<STouchInterface> ULayoutComponent::TouchInterfaceWidget
protected

The documentation for this class was generated from the following files:
  • D:/MEGA/TouchProject/TouchProjectNext/Plugins/TouchInterfaceDesigner/Source/TouchInterface/Public/Components/LayoutComponent.h
  • D:/MEGA/TouchProject/TouchProjectNext/Plugins/TouchInterfaceDesigner/Source/TouchInterface/Private/Components/LayoutComponent.cpp