Space Plunder
Loading...
Searching...
No Matches
USlotWidget Class Reference

#include <SlotWidget.h>

Inheritance diagram for USlotWidget:

Public Member Functions

void AddWidgetToSlot (UUserWidget *Widget, const bool bClearWidgets) const
 

Public Attributes

FGameplayTag SlotTag
 
FName DisplayName = "Name"
 
bool bSingleItemInSlot = false
 
TEnumAsByte< EHorizontalAlignment > SlotHAlignment = HAlign_Fill
 
TEnumAsByte< EVerticalAlignment > SlotVAlignment = VAlign_Fill
 
UOverlay * SlotOverlay
 

Protected Member Functions

virtual bool Initialize () override
 

Member Function Documentation

◆ AddWidgetToSlot()

void USlotWidget::AddWidgetToSlot ( UUserWidget * Widget,
const bool bClearWidgets ) const
20{
21 if(SlotOverlay == nullptr){UE_LOG(LogBaseWidgets, Error, TEXT("USlotWidget::AddWidgetToSlot Slot Overlay Null"))return;}
22 if(bClearWidgets || bSingleItemInSlot)
23 {
24 // UE_LOG(LogBaseWidgets, Error, TEXT("USlotWidget::AddWidgetToSlot Cleared old SLot Overlay"));
25 SlotOverlay->ClearChildren();
26 }
27 UPanelSlot* PanelSlot = SlotOverlay->AddChild(Widget);
28 if(PanelSlot == nullptr){UE_LOG(LogBaseWidgets, Error, TEXT("USlotWidget::AddWidgetToSlot PanelSlot Failed"));return;}
29 UOverlaySlot* OverlaySlot = Cast<UOverlaySlot>(PanelSlot);
30 if(OverlaySlot == nullptr){UE_LOG(LogBaseWidgets, Error, TEXT("USlotWidget::AddWidgetToSlot OverlaySlot Failed"));return;}
31 OverlaySlot->SetHorizontalAlignment(SlotHAlignment);
32 OverlaySlot->SetVerticalAlignment(SlotVAlignment);
33}
TEnumAsByte< EHorizontalAlignment > SlotHAlignment
Definition SlotWidget.h:28
TEnumAsByte< EVerticalAlignment > SlotVAlignment
Definition SlotWidget.h:30
UOverlay * SlotOverlay
Definition SlotWidget.h:35
bool bSingleItemInSlot
Definition SlotWidget.h:26

◆ Initialize()

bool USlotWidget::Initialize ( )
overrideprotectedvirtual
11{
12 const bool Success = Super::Initialize();
13 if(!Success) return false;
14 if (!ensure(SlotOverlay != nullptr)) return false;
15 return true;
16}

Member Data Documentation

◆ bSingleItemInSlot

bool USlotWidget::bSingleItemInSlot = false

◆ DisplayName

FName USlotWidget::DisplayName = "Name"

◆ SlotHAlignment

TEnumAsByte<EHorizontalAlignment> USlotWidget::SlotHAlignment = HAlign_Fill

◆ SlotOverlay

UOverlay* USlotWidget::SlotOverlay

◆ SlotTag

FGameplayTag USlotWidget::SlotTag

◆ SlotVAlignment

TEnumAsByte<EVerticalAlignment> USlotWidget::SlotVAlignment = VAlign_Fill

The documentation for this class was generated from the following files: