unreal.MenuAnchor

class unreal.MenuAnchor(outer=None, name='None')

Bases: unreal.ContentWidget

The Menu Anchor allows you to specify an location that a popup menu should be anchored to, and should be summoned from. * Single Child * Popup

C++ Source:

  • Module: UMG
  • File: MenuAnchor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • clipping (WidgetClipping): [Read-Write] Controls how the clipping behavior of this widget. Normally content that overflows the bounds of the widget continues rendering. Enabling clipping prevents that overflowing content from being seen.

    NOTE: Elements in different clipping spaces can not be batched together, and so there is a performance cost to clipping. Do not enable clipping unless a panel actually needs to prevent content from showing up outside its bounds.

  • cursor (MouseCursor): [Read-Write] The cursor to show when the mouse is over the widget

  • flow_direction_preference (FlowDirectionPreference): [Read-Write] Allows you to set a new flow direction

  • is_enabled (bool): [Read-Write] Sets whether this widget can be modified interactively by the user

  • is_volatile (bool): [Read-Write] If true prevents the widget or its child’s geometry or layout information from being cached. If this widget changes every frame, but you want it to still be in an invalidation panel you should make it as volatile instead of invalidating it every frame, which would prevent the invalidation panel from actually ever caching anything.

  • menu_class (type(Class)): [Read-Write] The widget class to spawn when the menu is required. Creates the widget freshly each time. If you want to customize the creation of the popup, you should bind a function to OnGetMenuContentEvent instead.

  • navigation (WidgetNavigation): [Read-Write] The navigation object for this widget is optionally created if the user has configured custom navigation rules for this widget in the widget designer. Those rules determine how navigation transitions can occur between widgets.

  • on_get_menu_content_event (GetWidget): [Read-Write] Called when the menu content is requested to allow a more customized handling over what to display

  • on_menu_open_changed (OnMenuOpenChangedEvent): [Read-Write] Called when the opened state of the menu changes

  • override_cursor (bool): [Read-Write] Override Cursor

  • placement (MenuPlacement): [Read-Write] The placement location of the summoned widget.

  • render_opacity (float): [Read-Write] The opacity of the widget

  • render_transform (WidgetTransform): [Read-Write] The render transform of the widget allows for arbitrary 2D transforms to be applied to the widget.

  • render_transform_pivot (Vector2D): [Read-Write] The render transform pivot controls the location about which transforms are applied. This value is a normalized coordinate about which things like rotations will occur.

  • should_defer_painting_after_window_content (bool): [Read-Write] Should Defer Painting After Window Content

  • slot (PanelSlot): [Read-Write] The parent slot of the UWidget. Allows us to easily inline edit the layout controlling this widget.

  • tool_tip_text (Text): [Read-Write] Tooltip text to show when the user hovers over the widget with the mouse

  • tool_tip_widget (Widget): [Read-Only] Tooltip widget to show when the user hovers over the widget with the mouse

  • use_application_menu_stack (bool): [Read-Write] Does this menu behave like a normal stacked menu? Set it to false to control the menu’s lifetime yourself.

  • visibility (SlateVisibility): [Read-Write] The visibility of the widget

close() → None

Closes the menu if it is currently open.

get_menu_position() → Vector2D

Returns the current menu position

Returns:
Return type:Vector2D
has_open_sub_menus() → bool

Returns whether this menu has open submenus

Returns:
Return type:bool
is_open() → bool

Returns true if the popup is open; false otherwise.

Returns:
Return type:bool
menu_class

(type(Class)) – [Read-Only] The widget class to spawn when the menu is required. Creates the widget freshly each time. If you want to customize the creation of the popup, you should bind a function to OnGetMenuContentEvent instead.

on_menu_open_changed

(OnMenuOpenChangedEvent) – [Read-Write] Called when the opened state of the menu changes

open(focus_menu) → None

Opens the menu if it is not already open

Parameters:focus_menu (bool) –
placement

(MenuPlacement) – [Read-Only] The placement location of the summoned widget.

should_defer_painting_after_window_content

(bool) – [Read-Only] Should Defer Painting After Window Content

should_open_due_to_click() → bool

Returns true if we should open the menu due to a click. Sometimes we should not, if the same MouseDownEvent that just closed the menu is about to re-open it because it happens to land on the button.

Returns:
Return type:bool
toggle_open(focus_on_open) → None

Toggles the menus open state.

Parameters:focus_on_open (bool) – Should we focus the popup as soon as it opens?
use_application_menu_stack

(bool) – [Read-Only] Does this menu behave like a normal stacked menu? Set it to false to control the menu’s lifetime yourself.