Native class

SGBAHeaderView#

  • Declared in "Slate/SGBAHeaderView.h"
class SGBAHeaderView : public SCompoundWidget, public FNotifyHook

Methods#

  • public
    • Construct&
    void
    Construct(​
    const FArguments& InArgs,
    const FAssetData& InAssetData,
    const TSharedPtr<FGBAAttributeSetWizardViewModel>& InViewModel
    )
    • GetHeaderContent&
    FString
    GetHeaderContent(​) const

    Returns the raw content for header file

    • GetHeaderRichContent&
    FString

    Returns the rich content for header file

    • GetSourceContent&
    FString
    GetSourceContent(​) const

    Returns the raw content for source file

    • GetSourceRichContent&
    FString

    Returns the rich content for header file

    • NotifyPostChange&
    virtual void
    NotifyPostChange(​
    const FPropertyChangedEvent& PropertyChangedEvent,
    FProperty* PropertyThatChanged
    )

    Handles when the settings have changed, saves to config

    • OnAssetSelected&
    void
    OnAssetSelected(​
    const FAssetData& SelectedAsset
    )

    Callback for class picker menu selecting a blueprint asset

    • OnKeyDown&
    virtual FReply
    OnKeyDown(​
    const FGeometry& MyGeometry,
    const FKeyEvent& InKeyEvent
    )
    • SLATE_BEGIN_ARGS&
  • private
    • AddHeaderVariableItems&
    void
    AddHeaderVariableItems(​
    TArray<const FProperty*> VarProperties
    )
    • AddSourceOnRepFunctionItems&
    void
    AddSourceOnRepFunctionItems(​
    const TArray<const FProperty*>& InReplicatedProps
    )

    Adds line items for onrep notifier function implementations

    • BrowseToAssetClicked&
    FReply
    • CanCopy&
    bool
    CanCopy(​) const
    • GatherFunctionGraphs&
    void
    GatherFunctionGraphs(​
    const UBlueprint* Blueprint,
    TArray<const UEdGraph*>& OutFunctionGraphs
    ) const

    Gathers all function graphs from the blueprint and sorts them according to the selected method from config

    • GenerateRowForItem&
    TSharedRef<ITableRow>
    GenerateRowForItem(​
    FGBAHeaderViewListItemPtr Item,
    const TSharedRef<STableViewBase>& OwnerTable
    ) const

    Generates a row for a given List Item

    • GetClassPickerMenuContent&
    TSharedRef<SWidget>

    Constructs a Blueprint Class picker menu widget

    • GetClassPickerText&
    FText
    GetClassPickerText(​) const

    Gets the text for the class picker combo button

    • GetRequiredModuleDependenciesIcon&
    const FSlateBrush*

    Adjusts icon for RequiredModuleDependencies button based on module validation

    • GetRequiredModuleDependenciesIconColor&

    Adjusts color for RequiredModuleDependencies button based on module validation

    • GetRequiredModuleDependenciesText&

    Returns the text to display for this button "Required Module Dependencies" with the number of dependencies in parentheses

    • GetRequiredModuleDependenciesTooltipText&

    Returns the list of required module dependencies as a tooltip text

    • GetSettingsMenuContent&
    TSharedRef<SWidget>

    Constructs a DetailsView widget for the settings menu

    • HandleModelPropertyChanged&
    void
    HandleModelPropertyChanged(​
    const FString& InPropertyName
    )

    Handler for a model property change

    • HandlePreviewValueChanged&
    void

    Handler for segmented control tab view changed

    • HandleRequiredModuleDependenciesClicked&

    Button click handler for RequiredModuleDependencies

    • OnBlueprintChanged&
    void
    OnBlueprintChanged(​
    UBlueprint* InBlueprint
    )

    Callback for when the selected asset is modified

    • OnCopy&
    void
    OnCopy(​) const

    UI Command Functions

    • OnItemDoubleClicked&
    void
    OnItemDoubleClicked(​
    FGBAHeaderViewListItemPtr Item
    ) const

    Called when a List Item is double clicked

    • OnPreviewContextMenuOpening&
    TSharedPtr<SWidget>

    Creates a context menu for the list view

    • OnSelectAll&
    void
    OnSelectAll(​) const
    • OpenAssetEditorClicked&
    FReply
    • PopulateFunctionItems&
    void
    PopulateFunctionItems(​
    const UBlueprint* Blueprint
    )

    Adds items to the list view representing all functions present in the given blueprint

    • PopulateHeaderOnRepFunctionItems&
    void
    PopulateHeaderOnRepFunctionItems(​
    const UBlueprint* Blueprint,
    const TArray<const FProperty*> InReplicatedProps
    )

    Adds items to the list view representing all on rep functions to add based on attribute variables present

    • PopulateHeaderVariableItems&
    void
    PopulateHeaderVariableItems(​
    const UStruct* Struct
    )

    Adds items to the list view representing all variables present in the given asset

    • RepopulateHeaderListView&
    • RepopulateListView&
    void

    Clears the list and repopulates it with info for the selected Blueprint

    • RepopulateSourceListView&
  • public
    • ~SGBAHeaderView&
    virtual

Fields#

  • private
    • ClassPickerComboButton&
    TSharedPtr<SComboButton> ClassPickerComboButton

    Reference to the Class Picker combo button widget

    • CommandList&
    TSharedPtr<FUICommandList> CommandList

    List of UI Commands for this scope

    • HeaderListItems&
    TArray<FGBAHeaderViewListItemPtr> HeaderListItems

    List Items source

    • HeaderListView&
    TSharedPtr<SListView<FGBAHeaderViewListItemPtr>> HeaderListView

    Reference to the HeaderListView Widget

    • SourceListItems&
    TArray<FGBAHeaderViewListItemPtr> SourceListItems

    List Items source

    • SourceListView&
    TSharedPtr<SListView<FGBAHeaderViewListItemPtr>> SourceListView

    Reference to the HeaderListView Widget

    • TabContentSwitcher&
    TSharedPtr<SWidgetSwitcher> TabContentSwitcher

    Switcher for active tab view

    • ViewModel&
    TSharedPtr<FGBAAttributeSetWizardViewModel> ViewModel

    View model for our widget (passed down from container widget)