unreal.VCamWidget

class unreal.VCamWidget(outer: Object | None = None, name: Name | str = 'None')

Bases: UserWidget

  • A wrapper widget class that contains a set of VCam Connections

  • If you add a widget deriving from UVCamWidget to an Overlay Widget for a VCam Output Provider then when the

  • Overlay is created by the Provider it will also call InitializeConnections with the owning VCam Component.

C++ Source:

  • Plugin: VirtualCameraCore

  • Module: VCamCore

  • File: VCamWidget.h

Editor Properties: (see get_editor_property/set_editor_property)

  • accessible_behavior (SlateAccessibleBehavior): [Read-Write] Whether or not the widget is accessible, and how to describe it. If set to custom, additional customization options will appear.

  • accessible_summary_behavior (SlateAccessibleBehavior): [Read-Write] How to describe this widget when it’s being presented through a summary of a parent widget. If set to custom, additional customization options will appear.

  • accessible_summary_text (Text): [Read-Write] When AccessibleSummaryBehavior is set to Custom, this is the text that will be used to describe the widget.

  • accessible_text (Text): [Read-Write] When AccessibleBehavior is set to Custom, this is the text that will be used to describe the widget.

  • can_children_be_accessible (bool): [Read-Write] Whether or not children of this widget can appear as distinct accessible widgets.

  • 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.

  • color_and_opacity (LinearColor): [Read-Write] The color and opacity of this widget. Tints all child widgets.

  • connections (Map[Name, VCamConnection]): [Read-Write] * The VCam Connections associated with this Widget * * Each Connection has a unique name associated with it and any connection related event * will provide this name as one of its arguments.

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

  • desired_focus_widget (WidgetChild): [Read-Write]

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

  • foreground_color (SlateColor): [Read-Write] The foreground color of the widget, this is inherited by sub widgets. Any color property that is marked as inherit will use this color.

  • input_context_priority (int32): [Read-Write] * If this widget is registered for input then this property defines the priority that the input mapping context is added at

  • input_mapping_context (InputMappingContext): [Read-Write] * If this widget is registered for input then this input mapping context will be added to the input system

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

  • is_focusable (bool): [Read-Write] Setting this flag to true, allows this widget to accept focus when clicked, or when navigated to.

  • 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.

  • 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_post_connections_reinitialized_delegate_blueprint (ConnectionsReinitializedDelegate_Blueprint): [Read-Write] Called when ReinitializeConnections is called.

  • on_visibility_changed (OnVisibilityChangedEvent): [Read-Write] Called when the visibility has changed

  • override_accessible_defaults (bool): [Read-Write] Override all of the default accessibility behavior and text for this widget.

  • override_cursor (bool): [Read-Write]

  • padding (Margin): [Read-Write] The padding area around the content.

  • pixel_snapping (WidgetPixelSnapping): [Read-Write] If the widget will draw snapped to the nearest pixel. Improves clarity but might cause visibile stepping in animation

  • preview_background (Texture2D): [Read-Write] A preview background that you can use when designing the UI to get a sense of scale on the screen. Use a texture with a screenshot of your game in it, for example if you were designing a HUD.

  • priority (int32): [Read-Write]

  • register_for_input (bool): [Read-Write] * Determines whether this widget will be automatically registered to receive input when the connections are initialized * * Note: This property is only read during Initialize so toggling at runtime will not have any effect

  • 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.

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

  • stop_action (bool): [Read-Write]

  • tick_frequency (WidgetTickFrequency): [Read-Write] This widget is allowed to tick. If this is unchecked tick will never be called, animations will not play correctly, and latent actions will not execute. Uncheck this for performance reasons only

  • 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

  • v_cam_component (VCamComponent): [Read-Write] * Cached pointer to the VCam Component that owns this VCam Widget

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

property connections: None

[Read-Write] * The VCam Connections associated with this Widget * * Each Connection has a unique name associated with it and any connection related event * will provide this name as one of its arguments.

Type:

(Map[Name, VCamConnection])

property input_context_priority: int

[Read-Only] * If this widget is registered for input then this property defines the priority that the input mapping context is added at

Type:

(int32)

property input_mapping_context: InputMappingContext

[Read-Only] * If this widget is registered for input then this input mapping context will be added to the input system

Type:

(InputMappingContext)

on_connection_updated(connection_name, did_connect_successfully, modifier_connection_point_name, connected_modifier, connected_action) None
  • Event called when a specific connection has been updated

  • The connection is not guaranteed to succeed so “Did Connect Successfully” should be checked before using

  • the connected modifier or action

Parameters:
  • connection_name (Name) –

  • did_connect_successfully (bool) –

  • modifier_connection_point_name (Name) –

  • connected_modifier (VCamModifier) –

  • connected_action (InputAction) –

on_initialize_connections(v_cam) None

On Initialize Connections

Parameters:

v_cam (VCamComponent) –

property on_post_connections_reinitialized_delegate_blueprint: ConnectionsReinitializedDelegate_Blueprint

[Read-Write] Called when ReinitializeConnections is called.

Type:

(ConnectionsReinitializedDelegate_Blueprint)

post_connections_initialized() None
  • Event called after all connections have been initialized or reinitialized

property register_for_input: bool

[Read-Only] * Determines whether this widget will be automatically registered to receive input when the connections are initialized * * Note: This property is only read during Initialize so toggling at runtime will not have any effect

Type:

(bool)

reinitialize_connections() bool
  • Attempts to use the cached VCam Component to initialize the connections

  • Returns true if there was a valid VCam Component to initialize with

Return type:

bool

update_connection_targets(new_connection_targets, reinitialize_on_successful_update=True) ConnectionUpdateResult
  • Looks through the set of Connections on this widget and if a matching connection name is found will attempt to update the connection target.

  • If the new target is the same as the old target then no update is performed.

  • This function will optionally reinitialize the widget connections if 1 or more targets were updated.

  • Note: If a connection name in the NewConnectionTargets map is not found in the Widget Connections then it is ignored

  • no new connections will be created and no connections will be removed

Parameters:
Returns:

result (ConnectionUpdateResult):

Return type:

ConnectionUpdateResult

property v_cam_component: VCamComponent

[Read-Only] * Cached pointer to the VCam Component that owns this VCam Widget

Type:

(VCamComponent)