UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
IWidgetReflector Class Referenceabstract

#include <IWidgetReflector.h>

Public Member Functions

virtual void OnEventProcessed (const FInputEvent &Event, const FReplyBase &InReply)
 
virtual void OnWidgetPicked ()=0
 
virtual bool IsShowingFocus () const =0
 
virtual bool IsInPickingMode () const =0
 
virtual bool IsVisualizingLayoutUnderCursor () const =0
 
virtual int32 Visualize (const FWidgetPath &InWidgetsToVisualize, FSlateWindowElementList &OutDrawElements, int32 LayerId)=0
 
virtual int32 VisualizeCursorAndKeys (FSlateWindowElementList &OutDrawElements, int32 LayerId) const
 
virtual void SetWidgetsToVisualize (const FWidgetPath &InWidgetsToVisualize)=0
 
virtual void SetSourceAccessDelegate (FAccessSourceCode InDelegate)=0
 
virtual void SetAssetAccessDelegate (FAccessAsset InDelegate)=0
 
virtual bool ReflectorNeedsToDrawIn (TSharedRef< SWindow > ThisWindow) const =0
 
virtual ~IWidgetReflector ()
 

Detailed Description

Interface for widget reflectors.

Constructor & Destructor Documentation

◆ ~IWidgetReflector()

virtual IWidgetReflector::~IWidgetReflector ( )
inlinevirtual

Virtual destructor.

Member Function Documentation

◆ IsInPickingMode()

virtual bool IWidgetReflector::IsInPickingMode ( ) const
pure virtual

Checks whether user is in the process of selecting a widget.

Returns
true if the user is selecting a widget, false otherwise.

◆ IsShowingFocus()

virtual bool IWidgetReflector::IsShowingFocus ( ) const
pure virtual

Checks whether we are visualizing the focused widgets.

Returns
true if focusing widgets, false otherwise.

◆ IsVisualizingLayoutUnderCursor()

virtual bool IWidgetReflector::IsVisualizingLayoutUnderCursor ( ) const
pure virtual

Checks whether we should be inspecting widgets and visualizing their layout.

Returns
true if visualizing layout, false otherwise.

◆ OnEventProcessed()

virtual void IWidgetReflector::OnEventProcessed ( const FInputEvent Event,
const FReplyBase InReply 
)
inlinevirtual

◆ OnWidgetPicked()

virtual void IWidgetReflector::OnWidgetPicked ( )
pure virtual

Called when the user has picked a widget to observe.

◆ ReflectorNeedsToDrawIn()

virtual bool IWidgetReflector::ReflectorNeedsToDrawIn ( TSharedRef< SWindow ThisWindow) const
pure virtual
Parameters
ThisWindowDo we want to draw something for this window?
Returns
true if we want to draw something for this window; false otherwise

◆ SetAssetAccessDelegate()

virtual void IWidgetReflector::SetAssetAccessDelegate ( FAccessAsset  InDelegate)
pure virtual
Parameters
InDelegateA delegate to access assets with.

◆ SetSourceAccessDelegate()

virtual void IWidgetReflector::SetSourceAccessDelegate ( FAccessSourceCode  InDelegate)
pure virtual
Parameters
InDelegateA delegate to access source code with.

◆ SetWidgetsToVisualize()

virtual void IWidgetReflector::SetWidgetsToVisualize ( const FWidgetPath InWidgetsToVisualize)
pure virtual

Sets the widget that should be visualized.

Parameters
InWidgetsToVisualizeThe path to the widget to inspect via the reflector.

◆ Visualize()

virtual int32 IWidgetReflector::Visualize ( const FWidgetPath InWidgetsToVisualize,
FSlateWindowElementList OutDrawElements,
int32  LayerId 
)
pure virtual

Take a snapshot of the UI pertaining to the widget that the user is hovering and visualize it. If we are not taking a snapshot, draw the overlay from a previous snapshot, if possible.

Parameters
InWidgetsToVisualizeWidgetPath that the cursor is currently over; could be null.
OutDrawElementsList of draw elements to which we will add a visualization overlay
LayerIdThe maximum layer id attained in the draw element list so far.
Returns
The maximum layer ID that we attained while painting the overlay.

◆ VisualizeCursorAndKeys()

virtual int32 IWidgetReflector::VisualizeCursorAndKeys ( FSlateWindowElementList OutDrawElements,
int32  LayerId 
) const
inlinevirtual

Visualize the cursor position and any pressed keys for demo-recording purposes.


The documentation for this class was generated from the following file: