RealDocs

15 results for "slate" in function

function
USlateBlueprintLibrary::AbsoluteToLocal UMG

Transforms a point from absolute Slate space into a widget's local space.

function
USlateBlueprintLibrary::AbsoluteToViewport UMG

Converts an absolute desktop-space coordinate into both viewport pixel space and UMG viewport widget space.

function
USlateBlueprintLibrary::LocalToAbsolute UMG

Transforms a point from a widget's local space into absolute Slate space using the widget's accumulated render transform.

function
USlateBlueprintLibrary::LocalToViewport UMG

Converts a local widget coordinate into both game-viewport pixel space and UMG viewport widget space in a single call.

function
USlateBlueprintLibrary::Scalar_AbsoluteToLocal UMG

Converts a scalar value from absolute space to local space by dividing by the geometry's accumulated layout scale.

function
USlateBlueprintLibrary::ScreenToViewport UMG

Converts a screen-pixel coordinate directly into UMG viewport widget space, suitable for positioning widgets added via AddToViewport at the same logical location.

function
USlateBlueprintLibrary::ScreenToWidgetAbsolute UMG

Converts a screen-pixel position into absolute Slate application coordinates without knowing the target widget's geometry.

function
USlateBlueprintLibrary::ScreenToWidgetLocal UMG

Converts a screen-pixel position (as obtained from OS input or GetMousePosition) into the local space of the given widget's geometry.

function
USlateBlueprintLibrary::Vector_LocalToAbsolute UMG

Transforms a direction vector from a widget's local space into absolute (desktop or window) space.

function
UActorComponent::ApplyWorldOffset Engine

Called by the engine when the world origin is rebased or a level is shifted.

function
UAnimInstance::ClearAllTransitionEvents Engine

Removes every queued transition request regardless of event name.

function
TArray::Empty Core

Destructs all elements and sets Num to 0.

function
APlayerController::SetInputMode (Game Only) Engine

Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.

function
APlayerController::SetInputMode (UI Only) Engine

Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.

function
APlayerController::SetShowMouseCursor Engine

Shows or hides the hardware mouse cursor over the viewport.