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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ViewportClient.h>
Inheritance diagram for FViewportClient:An abstract interface to a viewport's client. The viewport's client processes input received by the viewport, and draws the viewport.
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Reimplemented in UGameViewportClient.
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Called when the mouse is moved while a window input capture is in effect
| InViewport | Viewport that captured the mouse input |
| InMouseX | New mouse cursor X coordinate |
| InMouseY | New mouse cursor Y coordinate |
Gets whether or not the viewport captures the Mouse on launch of the application Technically this controls capture on the first window activate, so in situations where the application is launched but isn't activated the effect is delayed until activation.
Reimplemented in UGameViewportClient.
Reimplemented in UGameViewportClient.
Restores GWorld to InWorld
| InWorld | The world to restore |
Sets GWorld to the appropriate world for this client
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Reimplemented in UGameViewportClient.
Reimplemented in FUMGViewportClient, and UGameViewportClient.
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Retrieves the cursor that should be displayed by the OS
| Viewport | the viewport that contains the cursor |
| X | the x position of the cursor |
| Y | the Y position of the cursor |
Reimplemented in UGameViewportClient.
Reimplemented in FCommonViewportClient.
Get a ptr to the enabled stats list
Reimplemented in UGameViewportClient.
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Reimplemented in UGameViewportClient.
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Gets the mouse capture behavior when the viewport is clicked
Reimplemented in UGameViewportClient.
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Get a ptr to the stat unit data for this viewport
Reimplemented in UGameViewportClient.
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Get a ptr to the stat unit data for this viewport
Reimplemented in UGameViewportClient.
Reimplemented in UGameViewportClient, and FUMGViewportClient.
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Optionally do custom handling of a navigation.
Reimplemented in UGameViewportClient.
Gets whether or not the cursor is hidden when the viewport captures the mouse
Reimplemented in UGameViewportClient.
Check whether we should ignore input.
Reimplemented in UGameViewportClient.
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Check an axis movement received by the viewport. If this viewport client uses this input and wants to consume it (stop it from being passed along to further viewports) then it should return true.
| Args | The input event arguments for this axis movement. |
Reimplemented in UGameViewportClient.
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Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it.
| Viewport | - The viewport which the axis movement is from. |
| InputDevice | - The input device that triggered this axis movement |
| Key | - The name of the axis which moved. |
| Delta | - The axis movement delta. |
| DeltaTime | - The time since the last axis update. |
| NumSamples | - The number of device samples that contributed to this Delta, useful for things like smoothing |
| bGamepad | - input came from gamepad (ie xbox controller) |
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Check a character input received by the viewport. If the viewport client uses the character, it should return true to consume it.
| Viewport | - The viewport which the axis movement is from. |
| ControllerId | - The controller which the axis movement is from. |
| Character | - The character. |
Reimplemented in UGameViewportClient.
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Check a gesture event received by the viewport. If the viewport client uses the event, it should return true to consume it.
| Viewport | - The viewport which the event is from. |
| DeviceId | - The input device id from which this gesture came from |
| GestureType | - The type of gesture being input |
| GestureDelta | - Delta values of this gesture from the previous instance of it |
| Timestamp | - The timestamp of when this input event was originally polled in the form of CPU cycles. |
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Check a gesture event received by the viewport. If the viewport client uses the event, it should return true to consume it.
| Viewport | - The viewport which the event is from. |
| GestureType | - |
| GestureDelta | - |
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Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.
| EventArgs | - The Input event args. |
Reimplemented in UGameViewportClient.
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Each frame, the input system will update the motion data.
| Viewport | - The viewport which the key event is from. |
| DeviceId | - The input device which this event is from |
| Tilt | The current orientation of the device |
| RotationRate | How fast the tilt is changing |
| Gravity | Describes the current gravity of the device |
| Acceleration | Describes the acceleration of the device |
| Timestamp | The timestamp of when this input event was originally polled in the form of CPU cycles. |
Reimplemented in UGameViewportClient.
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Each frame, the input system will update the motion data.
| Viewport | - The viewport which the key event is from. |
| ControllerId | - The controller which the key event is from. |
| Tilt | The current orientation of the device |
| RotationRate | How fast the tilt is changing |
| Gravity | Describes the current gravity of the device |
| Acceleration | Describes the acceleration of the device |
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Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.
| Viewport | - The viewport which the event is from. |
| DeviceId | - The input device id from which this event is from |
| Handle | - Identifier unique to this touch event |
| Type | - What kind of touch event this is (see ETouchType) |
| TouchLocation | - Screen position of the touch |
| Force | - How hard the touch is |
| TouchpadIndex | - For devices with multiple touchpads, this is the index of which one |
| Timestamp | - The timestamp of when this input event was originally polled in the form of CPU cycles. |
Reimplemented in UGameViewportClient.
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Check a key event received by the viewport. If the viewport client uses the event, it should return true to consume it.
| Viewport | - The viewport which the event is from. |
| ControllerId | - The controller which the key event is from. |
| Handle | - Identifier unique to this touch event |
| Type | - What kind of touch event this is (see ETouchType) |
| TouchLocation | - Screen position of the touch |
| Force | - How hard the touch is |
| DeviceTimestamp | - Timestamp of the event |
| TouchpadIndex | - For devices with multiple touchpads, this is the index of which one |
Reimplemented in UGameViewportClient.
Returns true if this viewport is excluding non-game elements from its display
Reimplemented in UGameViewportClient.
Returns true if this viewport is orthogonal. If hit proxies are ever used in-game, this will need to be overridden correctly in GameViewportClient.
Reimplemented in UGameViewportClient.
Check whether a specific stat is enabled for this viewport
Reimplemented in UGameViewportClient.
Gets whether or not the cursor is locked to the viewport when the viewport captures the mouse
Reimplemented in UGameViewportClient.
Reimplemented in UGameViewportClient.
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Called to map a cursor reply to an actual widget to render.
Reimplemented in UGameViewportClient.
Reimplemented in UGameViewportClient.
Reimplemented in UGameViewportClient.
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Should we make new windows for popups or create an overlay in the current window.
Reimplemented in UGameViewportClient.
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Allow viewport client to override the current capture region
| OutCaptureRegion | Ref to rectangle where we will write the overridden region |
Reimplemented in UGameViewportClient.
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Called from slate when input is finished for this frame, and we should process any queued mouse moves.
Reimplemented in UGameViewportClient.
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Called to determine if we should render the focus brush.
| InFocusCause | The cause of focus |
Reimplemented in UGameViewportClient.
Reimplemented in UGameViewportClient.
Reimplemented in UGameViewportClient.
Reimplemented in UGameViewportClient.
Determine if the viewport client is going to need any keyboard input
Determines whether this viewport client should receive calls to InputAxis() if the game's window is not currently capturing the mouse. Used by the UI system to easily receive calls to InputAxis while the viewport's mouse capture is disabled.
Reimplemented in UGameViewportClient.
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Sets all the stats that should be enabled for the viewport
Reimplemented in UGameViewportClient.
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Reimplemented in UGameViewportClient.
Sets whether stats should be visible for the viewport
Gets whether or not the cursor should always be locked to the viewport.
Reimplemented in UGameViewportClient.
Reimplemented in UGameViewportClient.
Called when the top level window associated with the viewport has been requested to close. At this point, the viewport has not been closed and the operation may be canceled. This may not called from PIE, Editor Windows, on consoles, or before the game ends from other methods. This is only when the platform specific window is closed.
Reimplemented in UGameViewportClient.