UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FViewportClient Member List

This is the complete list of members for FViewportClient, including all inherited members.

Activated(FViewport *Viewport, const FWindowActivateEvent &InActivateEvent)FViewportClientinlinevirtual
CapturedMouseMove(FViewport *InViewport, int32 InMouseX, int32 InMouseY)FViewportClientinlinevirtual
CaptureMouseOnLaunch()FViewportClientinlinevirtual
CloseRequested(FViewport *Viewport)FViewportClientinlinevirtual
ConditionalRestoreWorld(class UWorld *InWorld)FViewportClientinlinevirtual
ConditionalSetWorld()FViewportClientinlinevirtual
Deactivated(FViewport *Viewport, const FWindowActivateEvent &InActivateEvent)FViewportClientinlinevirtual
Draw(FViewport *Viewport, FCanvas *Canvas)FViewportClientinlinevirtual
GetCursor(FViewport *Viewport, int32 X, int32 Y)FViewportClientinlinevirtual
GetDPIScale() constFViewportClientinlinevirtual
GetEnabledStats() constFViewportClientinlinevirtual
GetEngineShowFlags()FViewportClientinlinevirtual
GetMouseCaptureMode() constFViewportClientinlinevirtual
GetStatHitchesData() constFViewportClientinlinevirtual
GetStatUnitData() constFViewportClientinlinevirtual
GetWorld() constFViewportClientinlinevirtual
HandleNavigation(const uint32 InUserIndex, TSharedPtr< SWidget > InDestination)FViewportClientinlinevirtual
HideCursorDuringCapture() constFViewportClientinlinevirtual
IgnoreInput()FViewportClientinlinevirtual
InputAxis(FViewport *Viewport, FInputDeviceId InputDevice, FKey Key, float Delta, float DeltaTime, int32 NumSamples=1, bool bGamepad=false) finalFViewportClientvirtual
InputAxis(const FInputKeyEventArgs &Args)FViewportClientinlinevirtual
InputChar(FViewport *Viewport, int32 ControllerId, TCHAR Character)FViewportClientinlinevirtual
InputGesture(FViewport *Viewport, EGestureEvent GestureType, const FVector2D &GestureDelta, bool bIsDirectionInvertedFromDevice) finalFViewportClientvirtual
InputGesture(FViewport *Viewport, const FInputDeviceId DeviceId, EGestureEvent GestureType, const FVector2D &GestureDelta, bool bIsDirectionInvertedFromDevice, const uint64 Timestamp)FViewportClientinlinevirtual
InputKey(const FInputKeyEventArgs &EventArgs)FViewportClientinlinevirtual
InputMotion(FViewport *Viewport, int32 ControllerId, const FVector &Tilt, const FVector &RotationRate, const FVector &Gravity, const FVector &Acceleration) finalFViewportClientvirtual
InputMotion(FViewport *Viewport, const FInputDeviceId DeviceId, const FVector &Tilt, const FVector &RotationRate, const FVector &Gravity, const FVector &Acceleration, const uint64 Timestamp)FViewportClientinlinevirtual
InputTouch(FViewport *Viewport, int32 ControllerId, uint32 Handle, ETouchType::Type Type, const FVector2D &TouchLocation, float Force, FDateTime DeviceTimestamp, uint32 TouchpadIndex) finalFViewportClientvirtual
InputTouch(FViewport *Viewport, const FInputDeviceId DeviceId, uint32 Handle, ETouchType::Type Type, const FVector2D &TouchLocation, float Force, uint32 TouchpadIndex, const uint64 Timestamp)FViewportClientinlinevirtual
IsFocused(FViewport *Viewport)FViewportClientinlinevirtual
IsInGameView() constFViewportClientinlinevirtual
IsInPermanentCapture()FViewportClientinlinevirtual
IsOrtho() constFViewportClientinlinevirtual
IsStatEnabled(const FString &InName) constFViewportClientinlinevirtual
LockDuringCapture()FViewportClientinlinevirtual
LostFocus(FViewport *Viewport)FViewportClientinlinevirtual
MapCursor(FViewport *Viewport, const FCursorReply &CursorReply)FViewportClientvirtual
MouseEnter(FViewport *Viewport, int32 x, int32 y)FViewportClientinlinevirtual
MouseLeave(FViewport *Viewport)FViewportClientinlinevirtual
MouseMove(FViewport *Viewport, int32 X, int32 Y)FViewportClientinlinevirtual
OnQueryPopupMethod() constFViewportClientvirtual
OverrideHighResScreenshotCaptureRegion(FIntRect &OutCaptureRegion)FViewportClientinlinevirtual
Precache()FViewportClientinlinevirtual
ProcessAccumulatedPointerInput(FViewport *InViewport)FViewportClientinlinevirtual
ProcessScreenShots(FViewport *Viewport)FViewportClientinlinevirtual
QueryShowFocus(const EFocusCause InFocusCause) constFViewportClientinlinevirtual
ReceivedFocus(FViewport *Viewport)FViewportClientinlinevirtual
RedrawRequested(FViewport *Viewport)FViewportClientvirtual
RequestInvalidateHitProxy(FViewport *Viewport)FViewportClientvirtual
RequiresHitProxyStorage()FViewportClientinlinevirtual
RequiresKeyboardInput() constFViewportClientinlinevirtual
RequiresUncapturedAxisInput() constFViewportClientinlinevirtual
SetEnabledStats(const TArray< FString > &InEnabledStats)FViewportClientinlinevirtual
SetIsSimulateInEditorViewport(bool bInIsSimulateInEditorViewport)FViewportClientinlinevirtual
SetShowStats(bool bWantStats)FViewportClientinlinevirtual
ShouldAlwaysLockMouse()FViewportClientinlinevirtual
ShouldDPIScaleSceneCanvas() constFViewportClientinlinevirtual
WantsPollingMouseMovement(void) constFViewportClientinlinevirtual
WindowCloseRequested()FViewportClientinlinevirtual
~FViewportClient()FViewportClientinlinevirtual