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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <BaseTextLayoutMarshaller.h>
Inheritance diagram for FBaseTextLayoutMarshaller:Public Member Functions | |
| virtual bool | RequiresLiveUpdate () const override |
| virtual void | MakeDirty () override |
| virtual void | ClearDirty () override |
| virtual bool | IsDirty () const override |
Public Member Functions inherited from ITextLayoutMarshaller | |
| virtual | ~ITextLayoutMarshaller () |
| virtual void | SetText (const FString &SourceString, FTextLayout &TargetTextLayout)=0 |
| virtual void | GetText (FString &TargetString, const FTextLayout &SourceTextLayout)=0 |
Protected Member Functions | |
| FBaseTextLayoutMarshaller () | |
| virtual | ~FBaseTextLayoutMarshaller () |
Base class implementing some common functionality for all text marshallers
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inlineprotected |
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inlineprotectedvirtual |
Mark this text layout as clean once it's been updated
Implements ITextLayoutMarshaller.
Is this text layout dirty? (eg, because some settings have changed) If so, you should call SetText on it to update the text layout
Implements ITextLayoutMarshaller.
Mark this text layout as dirty (eg, because some settings have changed), so that it will cause SetText to be called on the next Tick
Implements ITextLayoutMarshaller.
Return true if the marshaller requires the text be updated "live" (eg, because it inserts formatting directly into the source text) Returning true will cause SetText to be called every time the source text is changed, which is costly, but required for things like syntax highlighting
Implements ITextLayoutMarshaller.