Class USFSettingEntryWidget
ClassList > USFSettingEntryWidget
The native base class for a single setting entry in the settings UI. More...
#include "UI/SettingEntries/SFSettingEntryWidget.h"
Inherits the following classes: UCommonUserWidget
Inherited by the following classes: USFSettingEntryWidget_Checkbox, USFSettingEntryWidget_Keybind, USFSettingEntryWidget_Rotator, USFSettingEntryWidget_Slider
Public Attributes
| Type | Name |
|---|---|
| FOnSettingEntryFocused | OnSettingFocused |
Public Functions
| Type | Name |
|---|---|
| class USFSettingDefinition * | GetSettingDefinition () const |
| FGameplayTag | GetSettingTag () const |
| virtual void | InitializeSettingEntry (const class USFSettingDefinition * InSettingDefinition) |
Protected Attributes
| Type | Name |
|---|---|
| TObjectPtr< class UCommonTextBlock > | SettingLabel |
| FGameplayTag | SettingTag |
Protected Functions
| Type | Name |
|---|---|
| void | BP_InitializeSettingEntry (const class USFSettingDefinition * InSettingDefinition) |
| void | OnUserChangedValue (class USFSettingValue * NewValue) |
| void | UpdateVisualValue (const class USFSettingValue * NewValue) |
| virtual void | UpdateVisualValue_Implementation (const class USFSettingValue * NewValue) |
| void | UpdateWidgetState () |
Detailed Description
The native base class for a single setting entry in the settings UI. This widget represents and displays a single setting definition from the USFSettingsSubsystem, allowing the player to view and change the setting value.
Note:
Abstract BlueprintType Blueprintable
Public Attributes Documentation
variable OnSettingFocused
FOnSettingEntryFocused USFSettingEntryWidget::OnSettingFocused;
Event fired when the setting entry is hovered/focused in the UI, used for bubbling up the focused setting's tag to the settings screen widget to display its info.
Note:
BlueprintAssignable
Public Functions Documentation
function GetSettingDefinition
class USFSettingDefinition * USFSettingEntryWidget::GetSettingDefinition () const
Get the setting definition asset represented by this entry widget.
Returns:
The setting definition asset represented by this entry widget.
Note:
BlueprintPure
function GetSettingTag
inline FGameplayTag USFSettingEntryWidget::GetSettingTag () const
Get the Gameplay Tag of the setting represented by this entry widget.
Returns:
The Gameplay Tag of the setting represented by this entry widget.
Note:
BlueprintPure
function InitializeSettingEntry
virtual void USFSettingEntryWidget::InitializeSettingEntry (
const class USFSettingDefinition * InSettingDefinition
)
Initializes the data and display of this setting entry widget based on the assigned setting definition asset. Subclasses can override this function to hook up any setting type-specific logic or display elements, but should call the parent implementation to ensure the base functionality is executed (e.g., binding to setting value change events from the subsystem).
Parameters:
InSettingDefinitionThe setting definition asset represented by this widget.
Protected Attributes Documentation
variable SettingLabel
TObjectPtr<class UCommonTextBlock> USFSettingEntryWidget::SettingLabel;
Optional text block widget displaying the setting name/label.
Note:
BlueprintReadOnly BindWidgetOptional
variable SettingTag
FGameplayTag USFSettingEntryWidget::SettingTag;
The Gameplay Tag of the setting represented by this entry widget, used to communication with the USFSettingsSubsystem.
Note:
BlueprintReadOnly
Protected Functions Documentation
function BP_InitializeSettingEntry
void USFSettingEntryWidget::BP_InitializeSettingEntry (
const class USFSettingDefinition * InSettingDefinition
)
Initializes the display of this setting entry widget based on the assigned setting definition asset, called after the native InitializeSettingEntry to allow for Blueprint implementations to run after the base logic.
Parameters:
InSettingDefinitionThe setting definition asset represented by this widget.
Note:
BlueprintImplementableEvent
function OnUserChangedValue
void USFSettingEntryWidget::OnUserChangedValue (
class USFSettingValue * NewValue
)
Requests the USFSettingsSubsystem to change the value of the setting represented by this entry widget. This should be called when the user interacts with the entry widget to change the setting value (e.g., moving a slider, checking/unchecking a checkbox, etc.).
Parameters:
NewValueThe new value to set for the setting, represented as a USFSettingValue object.
Note:
BlueprintCallable
function UpdateVisualValue
void USFSettingEntryWidget::UpdateVisualValue (
const class USFSettingValue * NewValue
)
Update the visual representation of the setting value (e.g., slider position, checkbox state) based on the given value. This is called in response to setting value change events from the subsystem to ensure the UI stays in sync with the actual setting values. When overriding in Blueprint, call the parent implementation if the native superclass has one.
Note:
BlueprintNativeEvent
function UpdateVisualValue_Implementation
inline virtual void USFSettingEntryWidget::UpdateVisualValue_Implementation (
const class USFSettingValue * NewValue
)
Native implementation of UpdateVisualValue, can be optionally overridden by C++ subclasses to handle setting value change events from the subsystem.
function UpdateWidgetState
void USFSettingEntryWidget::UpdateWidgetState ()
Internal function to update the visibility and editability of the widget based on the evaluation of the associated setting from the USFSettingsSubsystem.
The documentation for this class was generated from the following file Source/SettingsFramework/Public/UI/SettingEntries/SFSettingEntryWidget.h