Initialize Extrone UI Manager
Initializes Extrone UI Manager Subsystem and registers default layers
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In | Description |
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PlayerController | Player Controller that should own all the Layers and Screens Created by Extrone UI Manager |
Push Screen To Layer
Creates and pushes provided screen class to selected Layer
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In | Description |
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Layer | Layer to which the Screen should be pushed to |
ScreenClass | Widget Class that should be created and pushed to Layer |
Out | Description |
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ScreenWidget | Widget that was created and pushed to the Layer |
bSuccess | True if ScreenWidget was successfully pushed to Layer |
Pushes provided Screen to selected Layer
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In | Description |
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Layer | Layer to which the Screen should be pushed to |
ScreenWidget | Widget that should be pushed to Layer |
Out | Description |
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bSuccess | True if ScreenWidget was successfully pushed to Layer |
Pop Screen
Pops the provided Screen from its layer if it’s the Top Screen on that Layer
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In | Description |
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ScreenWidget | Widget that should be popped from its Layer (Automatically set to Self if parent class is UExtroneScreenBase) |
Out | Description |
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bSuccess | True if the Screen was popped successfully |
Pop Top Screen From Layer
Pop the Top Screen from provided Layer
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In | Description |
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Layer | Layer from which it’s top Screen should be popped |
Out | Description |
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ScreenWidget | Widget that should be popped, if it’s the Top Screen of the Layer |
bSuccess | True if the Top Layer was popped successfully |
Clear UI Layer
Remove all Screens from provided Layer
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In | Description |
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Layer | Layer that should be cleared |
Out | Description |
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bSuccess | True if the Layer was cleared successfully |
Get Top Screen On Layer
Get the Top Screen from selected Layer if it has any Screens
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In | Description |
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Layer | Layer from which to get the Top Screen from |
Out | Description |
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ScreenWidget | Top Screen Widget of Layer if it had any screens |
bIsValid | True if ScreenWidget is valid |
Register UI Layer
Create and Register new Layer with provided Widget Class
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In | Description |
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Layer | GameplayTag that should be used to Identify this Layer |
LayerWidgetClass | Base Widget that the screens will be pushed to |
ZOrder | ZOrder of the Layer |
Out | Description |
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bSuccess | True if new Layer was registered successfully |
Register new Layer with provided Widget
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In | Description |
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Layer | GameplayTag that should be used to Identify this Layer |
LayerWidget | Base Widget that the screens will be pushed to |
ZOrder | ZOrder of the Layer |
Out | Description |
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bSuccess | True if new Layer was registered successfully |
UnRegister UI Layer
Unregister provided Layer
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In | Description |
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Layer | that should be Unregistered |
Out | Description |
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bSuccess | True if the Layer was Unregistered successfully |
Set UI Layer Visibility
Set Visibility of provided Layer
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In | Description |
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Layer | Layer that’s visibility that should be set |
bVisible | Shows the widget if true otherwise hides it |
Hide All UI Layers
Hides all UI Layers
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Show All UI Layers
Shows all UI Layers
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Is UI Layer Empty
Returns true if the selected Layer doesn’t have any Screens
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In | Description |
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LayerTag | Layer that should be checked |
Out | Description |
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bIsEmpty | True if the selected Layer doesn’t have any Screens |
Is Valid UI Layer
Returns true if selected Layer is registered
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In | Description |
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LayerTag | Layer that should be checked |
Out | Description |
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bIsValid | True if selected Layer is registered |
Get the Widget that was registered to this Layer
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In | Description |
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LayerTag | Layer from which to get its widget |
Out | Description |
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LayerWidget | LayerWidget that was registered to Layer |