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Classes

UWidgetComponent

UMeshComponent > UPrimitiveComponent > USceneComponent > UActorComponent > UObject

The widget component provides a surface in the 3D environment on which to render widgets normally rendered to the screen. Widgets are first rendered to a render target, then that render target is displayed in the world. Material Properties set by this component on whatever material overrides the default. SlateUI [Texture] BackColor [Vector] TintColorAndOpacity [Vector] OpacityFromTexture [Scalar]

Member Type Offset Share
Space

The coordinate space in which to render the widget

EWidgetSpace 0x430
TimingPolicy

How this widget should deal with timing, pausing, etc.

EWidgetTimingPolicy 0x431
WidgetClass

The class of User Widget to create and display an instance of

UUserWidget* 0x438
DrawSize

The size of the displayed quad.

FIntPoint 0x440
bManuallyRedraw

Should we wait to be told to redraw to actually draw?

bool 0x448
bRedrawRequested

Has anyone requested we redraw?

bool 0x449
RedrawTime

The time in between draws, if 0 - we would redraw every frame.

float 0x44c
CurrentDrawSize

The actual draw size, this changes based on DrawSize - or the desired size of the widget if bDrawAtDesiredSize is true.

FIntPoint 0x458
bDrawAtDesiredSize

Causes the render target to automatically match the desired size.

bool 0x460
Pivot

The Alignment/Pivot point that the widget is placed at relative to the position.

FVector2D 0x464
bReceiveHardwareInput

Register with the viewport for hardware input from the true mouse and keyboard.

bool 0x46c
bWindowFocusable

Is the virtual window created to host the widget focusable?

bool 0x46d
WindowVisibility

The visibility of the virtual window created to host the widget

EWindowVisibility 0x46e
bApplyGammaCorrection

Widget components that appear in the world will be gamma corrected by the 3D renderer.

bool 0x46f
OwnerPlayer

The owner player for a widget component, if this widget is drawn on the screen, this controls what player's screen it appears on for split screen, if not set, users player 0.

ULocalPlayer* 0x470
BackgroundColor

The background color of the component

FLinearColor 0x478
TintColorAndOpacity

Tint color and opacity for this component

FLinearColor 0x488
OpacityFromTexture

Sets the amount of opacity from the widget's UI texture to use when rendering the translucent or masked UI to the viewport (0.0-1.0)

float 0x498
BlendMode

The blend mode for the widget.

EWidgetBlendMode 0x49c
bIsTwoSided

Is the component visible from behind?

bool 0x49d
TickWhenOffscreen

Should the component tick the widget when it's off screen?

bool 0x49e
Widget UUserWidget* 0x4a0
BodySetup

The body setup of the displayed quad

UBodySetup* 0x4c8
TranslucentMaterial

The material instance for translucent widget components

UMaterialInterface* 0x4d0
TranslucentMaterial_OneSided

The material instance for translucent, one-sided widget components

UMaterialInterface* 0x4d8
OpaqueMaterial

The material instance for opaque widget components

UMaterialInterface* 0x4e0
OpaqueMaterial_OneSided

The material instance for opaque, one-sided widget components

UMaterialInterface* 0x4e8
MaskedMaterial

The material instance for masked widget components.

UMaterialInterface* 0x4f0
MaskedMaterial_OneSided

The material instance for masked, one-sided widget components.

UMaterialInterface* 0x4f8
RenderTarget

The target to which the user widget is rendered

UTextureRenderTarget2D* 0x500
MaterialInstance

The dynamic instance of the material that the render target is attached to

UMaterialInstanceDynamic* 0x508
bAddedToScreen bool 0x510
bEditTimeUsable

Allows the widget component to be used at editor time. For use in the VR-Editor.

bool 0x511
SharedLayerName

Layer Name the widget will live on

FName 0x514
LayerZOrder

ZOrder the layer will be created on,

int32_t 0x51c
GeometryMode

Controls the geometry of the widget component. See EWidgetGeometryMode.

EWidgetGeometryMode 0x520
CylinderArcAngle

Curvature of a cylindrical widget in degrees.

float 0x524