---
title: Touch Interface Library
description: "Touch Interface Designer includes a library of functions to help you modify the appearance of a virtual input (Virtual Control Setup) or layout component (layout system). ## VISUAL LAYER **Make Background Texture Layer** ![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeBackgroundTextureLayer.png) **Input Type** : FName, UTexture2D*, bool,…"
url: "https://www.lostingamestudio.com/documentation/touch-interface-designer/feature/touch-interface-library/"
updated: "2025-12-24"
category: Features
---

# Touch Interface Library

Touch Interface Designer includes a library of functions to help you modify the appearance of a virtual input (Virtual Control Setup) or layout component (layout system).

## VISUAL LAYER

**Make Background Texture Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeBackgroundTextureLayer.png)

**Input Type** : FName, UTexture2D*, bool, bool

**Output Type** : FVisualLayer&

 Build a visual layer from texture for background

- **Layer Name** : Name of layer
- **Texture** : Texture used for your layer
- **bPressed** : Whether or not your layer is draw on pressed state
- **bReleased** : Whether or not your layer is draw on released state
- **Return** : Structure reference to visual layer

**Make Background Texture Layer With Size**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeBackgroundTextureLayerWithSize.png)

**Input Type** : FName, UTexture2D*, FVector2D, bool, bool

**Output Type** : FVisualLayer&

 Build a visual layer from texture with size for background

- **Layer Name** : Name of layer
- **Texture** : Texture used for your layer
- **Size** : Size of layer
- **bPressed** : Whether or not your layer is draw on pressed state
- **bReleased** : Whether or not your layer is draw on released state
- **Return** : Structure reference to visual layer

**Make Background Material Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeBackgroundMaterialLayer.png)

**Input Type** : FName, UMaterialInterface*, bool, bool

**Output Type** : FVisualLayer&

 Build a visual layer from material for background

- **Layer Name** : Name of layer
- **Material** : Material used for your layer. Should be a user interface domain material.
- **bPressed** : Whether or not your layer is draw on pressed state
- **bReleased** : Whether or not your layer is draw on released state
- **Return** : Structure reference to visual layer

**Make Background Material Layer With Size**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeBackgroundMaterialLayerWithSize.png)

**Input Type** : FName, UMaterialInterface*, FVector2D, bool, bool

**Output Type** : FVisualLayer&

 Build a visual layer from material with size for background

- **Layer Name** : Name of layer
- **Material** : Material used for your layer. Should be a user interface domain material.
- **Size** : Size of layer
- **bPressed** : Whether or not your layer is draw on pressed state
- **bReleased** : Whether or not your layer is draw on released state
- **Return** : Structure reference to visual layer

**Make Thumb Texture Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeThumbTextureLayer.png)

**Input Type** : FName, UTexture2D*, FVector2D, bool, bool

**Output Type** : FVisualLayer&

 Build a visual layer from texture for thumb

- **Layer Name** : Name of layer
- **Texture** : Texture used for your layer
- **Size** : Size of layer
- **bPressed** : Whether or not your layer is draw on pressed state
- **bReleased** : Whether or not your layer is draw on released state
- **Return** : Structure reference to visual layer

**Make Thumb Material Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeThumbMaterialLayer.png)

**Input Type** : FName, UMaterialInterface*, FVector2D, bool, bool

**Output Type** : FVisualLayer&

 Build a visual layer from material for thumb

- **Layer Name** : Name of layer
- **Material** : Material used for your layer. Should be a user interface domain material.
- **Size** : Size of layer
- **bPressed** : Whether or not your layer is draw on pressed state
- **bReleased** : Whether or not your layer is draw on released state
- **Return** : Structure reference to visual layer

**Set Layer Color**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/SetLayerColor.png)

**Input Type** : FVisualLayer&, ULinearColor

**Output Type** : FVisualLayer&

 Modify the color of layer

- **Layer** : Layer you want to modify
- **Color** : New color of layer

**Set Layer Offset**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/SetLayerOffset.png)

**Input Type** : FVisualLayer&, FVector2D

**Output Type** : FVisualLayer&

 Modify the offset of layer

- **Layer** : Layer you want to modify
- **Offset** : New Offset of layer

**Set Layer Rotation**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/SetLayerRotation.png)

**Input Type** : FVisualLayer&, float

**Output Type** : FVisualLayer&

 Modify the rotation of layer

- **Layer** : Layer you want to modify
- **Rotation** : New rotation of layer

## DECORATOR

**Make Component Decorator**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeComponentDecorator.png)

**Input Type** : UObject*

**Output Type** : ULayerComponentDecorator*

 Modify the rotation of layer

- **Owner** : Owner of component decorator, ideally a touch input component.
- **Return** : pointer of layer component decorator object

**Make Background Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeBackgroundLayer.png)

**Input Type** : ULayoutComponentDecorator*, FName, FSlateBrush, bool, FVector2D, float, EDrawType, int32, bool

**Output Type** : UDecoratorLayer*

 Make background layer from param

- **Component Decorator** : Decorator to use to create new layer
- **Layer Name** : Name of new decorator layer
- **Brush** : FSlateBrush to use for this layer
- **Use Brush Size** : If enable, use image size for layer. If disabled, use the size of component geometry.
- **Offset** : Offset from center of component geometry
- **Rotation** : Rotation angle of layer
- **Draw Type** : Type of layer (Pressed, Released, or Both).
- **ZOrder** : Priority for layer drawing
- **Add To Decorator** : If enabled, add decorator layer to layout component decorator.
- **Return** : UDecoratorLayer* instance

**Make Blur Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeBlurLayer.png)

**Input Type** : ULayoutComponentDecorator*, FName, bool, float, int32, FVector4f, bool

**Output Type** : UBlurLayer*

 Make blur layer from param

- **Component Decorator** : Decorator to use to create new layer
- **Layer Name** : Name of new decorator layer
- **Enable Background Blur** : Whether or not blur is enabled
- **Blur Strength** : Strength value of blur
- **Blur Radius** : Radius value of blur
- **Corner Radius** : Corner value of image
- **Add To Decorator** : If enabled, add decorator layer to layout component decorator.
- **Return** : UBlurLayer* instance

**Make Flipbook Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeFlipbookLayer.png)

**Input Type** : ULayoutComponentDecorator*, FName, UTexture2D*, FVector2D, float, float, bool, bool

**Output Type** : UFlipbookLayer*

 Make flipbook layer from param

- **Component Decorator** : Decorator to use to create new layer
- **Layer Name** : Name of new decorator layer
- **Flipbook** : Texture that contain flipbook animation
- **Grid** : Grid value used with texture
- **Speed** : Speed of animation
- **Animation Phase** : Animation progress at startup
- **Auto Animate** : If enabled, the animation progress is automatic
- **Add To Decorator** : If enabled, add decorator layer to layout component decorator.
- **Return** : UFlipbookLayer* instance

**Make Linear Progress Bar Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeLinearProgressBarLayer.png)

**Input Type** : ULayoutComponentDecorator*, FName, float, ELinearProgressBarStyleType, ELinearProgressBarFillType, FSlateBrush, bool

**Output Type** : ULinearProgressBarLayer*

 Make linear progress bar layer from param

- **Component Decorator** : Decorator to use to create new layer
- **Layer Name** : Name of new decorator layer
- **Percent** : Percent value at startup (0 to 1)
- **Fill Style** : Fill style of progress bar
- **Fill Type** : Fill type of progress bar
- **Fill Brush** : FSlateBrush used for progress bar
- **Add To Decorator** : If enabled, add decorator layer to layout component decorator.
- **Return** : ULinearProgressBarLayer* instance

**Make Radial Progress Bar Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeRadialProgressBarLayer.png)

**Input Type** : ULayoutComponentDecorator*, FName, float, ERadialProgressBarStyleType, ERadialProgressBarFillType, float, float, float, float, bool

**Output Type** : URadialProgressBarLayer*

 Make radial progress bar layer from param

- **Component Decorator** : Decorator to use to create new layer
- **Layer Name** : Name of new decorator layer
- **Percent** : Percent value at startup (0 to 1)
- **Fill Style** : Fill style of progress bar
- **Fill Type** : Fill type of progress bar
- **Start Angle** : Start angle value in degree
- **End Angle** : End angle value in degree
- **Radius** : Radius of bar
- **Thickness** : Thickness of bar
- **Add To Decorator** : If enabled, add decorator layer to layout component decorator.
- **Return** : URadialProgressBarLayer* instance

**Make Text Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeTextLayer.png)

**Input Type** : ULayoutComponentDecorator*, FName, FText, FMargin, TEnumAsByte<ETextJustify::Type>, FSlateFontInfo, FSlateColor, bool

**Output Type** : UTextLayer*

 Make text layer from param

- **Component Decorator** : Decorator to use to create new layer
- **Layer Name** : Name of new decorator layer
- **Text** : Text
- **Margin** : Margin value around text
- **Justification** : Justification of text
- **Font** : Font used to draw text
- **Color** : Color of text
- **Add To Decorator** : If enabled, add decorator layer to layout component decorator.
- **Return** : UTextLayer* instance

**Make Widget Layer**

![](https://www.lostingamestudio.com/wp-content/uploads/2024/04/MakeWidgetLayer.png)

**Input Type** : ULayoutComponentDecorator*, FName, TSubclassOf<UUserWidget>, TEnumAsByte<EHorizontalAlignment>, TEnumAsByte<EVerticalAlignment>, bool

**Output Type** : UWidgetLayer*

 Make widget layer from param

- **Component Decorator** : Decorator to use to create new layer
- **Layer Name** : Name of new decorator layer
- **User Widget Class** : Class of UUserWidget to use
- **Horizontal Alignment** : Horizontal alignment of widget
- **Vertical Alignment** : Vertical alignment of widget
- **Add To Decorator** : If enabled, add decorator layer to layout component decorator.
- **Return** : UWidgetLayer* instance
