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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:

  • InSettingDefinition The 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:

  • InSettingDefinition The 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:

  • NewValue The 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