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).
FUNCTIONS #
Visual Layer
Make Background Texture Layer

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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
