26 results for "viewport" in function
Converts an absolute desktop-space coordinate into both viewport pixel space and UMG viewport widget space.
Adds this widget to the game's main viewport so it is visible on screen.
Returns the current mouse cursor position in the local coordinate space of the viewport widget.
Returns the current mouse capture mode of the game viewport, indicating how the cursor is constrained during gameplay.
Returns the DPI scale factor currently applied to the game viewport.
Returns the current size of the game viewport in pixels.
Returns the FGeometry of the root viewport widget — the container that holds all widgets added via AddToViewport.
Converts a local widget coordinate into both game-viewport pixel space and UMG viewport widget space in a single call.
Converts a screen-pixel coordinate directly into UMG viewport widget space, suitable for positioning widgets added via AddToViewport at the same logical location.
Overrides the size of the widget when it is placed in the viewport via AddToViewport.
Sets the position of this widget within the viewport.
Sets how the game viewport captures the mouse cursor.
Returns whether this actor should tick in editor viewports (TickType == LEVELTICK_ViewportsOnly).
Returns whether this pawn should tick while the editor is open but not in Play-in-Editor mode (viewport-only).
Adds the widget to the player-owned screen layer rather than the global viewport.
Returns whether world rendering is currently enabled on the local viewport.
Returns the FGeometry of the player-screen widget container for a specific player.
Returns whether this component must be loaded when running the game from the editor (Play-In-Editor).
Propagates the current editor selection state down to all primitive scene proxies owned by this actor, causing the viewport to render the selection highlight correctly.
Removes this widget from its parent — either the viewport or a containing panel widget.
Implementation body for the RootMotionDebugClientPrintOnScreen RPC.
Converts a screen-pixel position into absolute Slate application coordinates without knowing the target widget's geometry.
Forces the viewport to suppress splitscreen layout regardless of the number of local players.
Switches input routing so that all input goes exclusively to the game (player controller and pawn) with no Slate/UMG widget focus.
Shows or hides the hardware mouse cursor over the viewport.
Swaps a player's viewport and network connection from the old PlayerController to a newly spawned one during seamless travel when the controller class has changed between levels.