22 results for "slate" in function
Transforms a point from absolute Slate space into a widget's local space.
Converts an absolute desktop-space coordinate into both viewport pixel space and UMG viewport widget space.
Transforms a point from a widget's local space into absolute Slate space using the widget's accumulated render transform.
Converts a local widget coordinate into both game-viewport pixel space and UMG viewport widget space in a single call.
Converts a scalar value from absolute space to local space by dividing by the geometry's accumulated layout scale.
Converts a screen-pixel coordinate directly into UMG viewport widget space, suitable for positioning widgets added via AddToViewport at the same logical location.
Converts a screen-pixel position into absolute Slate application coordinates without knowing the target widget's geometry.
Converts a screen-pixel position (as obtained from OS input or GetMousePosition) into the local space of the given widget's geometry.
Transforms a direction vector from a widget's local space into absolute (desktop or window) space.
Called by the engine when the world origin is rebased or a level is shifted.
Removes every queued transition request regardless of event name.
Destructs all elements and sets Num to 0.
Returns the underlying native Slate widget (SConstraintCanvas) backing this canvas panel, if it has been constructed.
Returns the list of paths searched for localized property display names, used to translate reflected property labels shown in the editor.
Gets the non-localized source string of the given text — the original, untranslated string it was authored or generated from.
Returns the UI navigation action (Accept, Back, or Invalid) mapped to this key by Slate's navigation config.
Replaces the border's entire background brush with a new FSlateBrush, overriding the image, tiling, and margin settings in one call.
Sets the border's background brush by copying the brush definition from a USlateBrushAsset.
Sets only the current language used for localization (translated text), leaving locale-driven formatting unchanged.
Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.
Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.
Shows or hides the hardware mouse cursor over the viewport.