Initialize Extrone UI Manager
Initializes Extrone UI Manager Subsystem and registers default layers
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
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
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
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
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
In | Description |
---|
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
In | Description |
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Layer | Layer from which to get the Top Screen from |
Out | Description |
---|
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
In | Description |
---|
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 |
---|
bSuccess | True if new Layer was registered successfully |
Register new Layer with provided Widget
In | Description |
---|
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 |
---|
bSuccess | True if new Layer was registered successfully |
UnRegister UI Layer
Unregister provided Layer
In | Description |
---|
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
In | Description |
---|
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
Show All UI Layers
Shows all UI Layers
Is UI Layer Empty
Returns true if the selected Layer doesn’t have any Screens
In | Description |
---|
LayerTag | Layer that should be checked |
Out | Description |
---|
bIsEmpty | True if the selected Layer doesn’t have any Screens |
Is Valid UI Layer
Returns true if selected Layer is registered
In | Description |
---|
LayerTag | Layer that should be checked |
Out | Description |
---|
bIsValid | True if selected Layer is registered |
Get the Widget that was registered to this Layer
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 |