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SListView::FArguments::FArguments
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
FArguments&40;&41;
[]
FArguments
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
struct FArguments : public [TSlateBaseNamedArgs< SListView< ItemType > >](API\Runtime\SlateCore\Widgets\TSlateBaseNamedArgs)
[]
FIsSelectableOrNavigable
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef typename TSlateDelegates< ItemType >::[FIsSelectableOrNavigable](API\Editor\UnrealEd\Editor\SListView\FIsSelectableOrNavigable) FIsSelectableOrNavigable
[]
FOnEntryInitialized
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef TBaseDelegate_TwoParams< void, ItemType, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & > FOnEntryInitialized
[]
FOnGenerateRow
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef typename TSlateDelegates< ItemType >::[FOnGenerateRow](API\Editor\UnrealEd\Editor\SListView\FOnGenerateRow) FOnGenerateRow
[]
FOnItemScrolledIntoView
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef typename TSlateDelegates< ItemType >::[FOnItemScrolledIntoView](API\Editor\UnrealEd\Editor\SListView\FOnItemScrolledIntoView) FOnItemScrolledIntoView
[]
FOnItemToString_Debug
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef TSlateDelegates< ItemType >::[FOnItemToString_Debug](API\Editor\UnrealEd\Editor\SListView\FOnItemToString_Debug) FOnItemToString_Debug
[]
FOnMouseButtonClick
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef typename TSlateDelegates< ItemType >::[FOnMouseButtonClick](API\Editor\UnrealEd\Editor\SListView\FOnMouseButtonClick) FOnMouseButtonClick
[]
FOnMouseButtonDoubleClick
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef typename TSlateDelegates< ItemType >::[FOnMouseButtonDoubleClick](API\Editor\UnrealEd\Editor\SListView\FOnMouseButtonDoubleClick) FOnMouseButtonDoubleClick
[]
FOnSelectionChanged
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef typename TSlateDelegates< [NullableItemType](API\Editor\UnrealEd\Editor\SListView\NullableItemType) >::[FOnSelectionChanged](API\Editor\UnrealEd\Editor\SListView\FOnSelectionChanged) FOnSelectionChanged
[]
FOnWidgetToBeRemoved
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef TBaseDelegate_OneParam< void, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & > FOnWidgetToBeRemoved
[]
SListView::FSlateAccessibleListView::AsTable
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
IAccessibleWidget.
UnrealEd
virtual IAccessibleTable &42; AsTable&40;&41;
[]
SListView::FSlateAccessibleListView::CanSupportMultiSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Check if the table can select more than one element at a time. True if the table can support selection for more than one element at a time. Else false.
UnrealEd
virtual bool CanSupportMultiSelection&40;&41; const
[]
SListView::FSlateAccessibleListView::GetSelectedItems
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
IAccessibleTable.
UnrealEd
virtual TArray< TSharedPtr< IAccessibleWidget > > GetSelectedItems&40;&41; const
[]
SListView::FSlateAccessibleListView::IsSelectionRequired
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Checks if the table must have an element selected at all times. True if an element of the table must be selected at all times, else false
UnrealEd
virtual bool IsSelectionRequired&40;&41; const
[]
SListView::FSlateAccessibleListView::FSlateAccessibleListView
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
FSlateAccessibleListView &40; TWeakPtr< SWidget > InWidget, EAccessibleWidgetType InWidgetType &41;
[]
SListView::GenerateNewPinnedWidget
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateNewPinnedWidget ( ItemType InItem, const int32 ItemIndex, const int32 NumPinnedItems )
[]
SListView::GenerateNewWidget
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Given an data item, generate a widget corresponding to it. A new Widget that represents the data item.
UnrealEd
virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > GenerateNewWidget ( ItemType InItem )
[]
SListView::GeneratePinnedWidgetForItem
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
void GeneratePinnedWidgetForItem ( const ItemType & CurItem, int32 ItemIndex, int32 NumPinnedItems, float LayoutScaleMultiplier )
[]
FSlateAccessibleListView
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
An accessible implementation forSListViewto be exposed to platform accessibility APIs. For subclasses ofSListView, inherit from this class and override and functions to give desired behavior.
UnrealEd
class FSlateAccessibleListView : public FSlateAccessibleWidget, public [IAccessibleTable](API\Runtime\ApplicationCore\GenericPlatform\Accessibility\IAccessibleTable)
[]
SListView::GenerateWidgetForItem
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
float GenerateWidgetForItem ( const ItemType & CurItem, int32 ItemIndex, int32 StartIndex, float LayoutScaleMultiplier )
[]
SListView::GetDefaultAccessibleText
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Assign AccessibleText with a default value that can be used when AccessibleBehavior is set to Auto or Custom.
UnrealEd
virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FText](API\Runtime\Core\Internationalization\FText) > GetDefaultAccessibleText ( EAccessibleType AccessibleType ) const
[]
SListView::GetDefaultDebugDelegate
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
static [FOnItemToString_Debug](API\Editor\UnrealEd\Editor\SListView\FOnItemToString_Debug) GetDefaultDebugDelegate()
[]
SListView::GetItems
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
[TArrayView](API\Runtime\Core\Containers\TArrayView)< const ItemType > GetItems() const
[]
SListView::GetNumItemsBeingObserved
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
how many items there are in theTArraybeing observed
UnrealEd
virtual int32 GetNumItemsBeingObserved() const
[]
SListView::GetReferencerName
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const
[]
SListView::GetNumItemsSelected
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Gets the number of selected items. Number of selected items.
UnrealEd
int32 GetNumItemsSelected() const
[]
SListView::GetSelectedItems
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Returns a list of selected item indices, or an empty array if nothing is selected List of selected item indices (in no particular order)
UnrealEd
virtual [TArray](API\Runtime\Core\Containers\TArray)< ItemType > GetSelectedItems() const
[]
SListView::GetSelectedItems
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
int32 GetSelectedItems ( [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & SelectedItemArray ) const
[]
SListView::GetTableViewMode
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Is the tableview a tree or a list?
UnrealEd
virtual [ETableViewMode::Type](API\Runtime\Slate\Framework\Views\ETableViewMode__Type) GetTableViewMode() const
[]
SListView::HasValidItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
bool HasValidItemsSource() const
[]
SListView::IsItemSelected
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Test if the current item is selected. true if the item is selected in this list; false otherwise.
UnrealEd
bool IsItemSelected ( const ItemType & InItem ) const
[]
SListView::IsItemVisible
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Checks whether the specified item is currently visible in the list view. true if the item is visible, false otherwise.
UnrealEd
bool IsItemVisible ( ItemType Item ) const
[]
SListView::GetMaxRowSizeForColumn
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Will determine the max row size for the specified column id The max size for a column Id.
UnrealEd
FVector2D GetMaxRowSizeForColumn ( const [FName](API\Runtime\Core\UObject\FName) & ColumnId, EOrientation ColumnOrientation )
[]
SListView::ItemFromWidget
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Given a Widget, find the corresponding data item. the data item from which the WidgetToFind was generated
UnrealEd
const ItemType * ItemFromWidget ( const [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) * WidgetToFind ) const
[]
MapKeyFuncs
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::[MapKeyFuncs](API\Editor\UnrealEd\Editor\SListView\MapKeyFuncs) MapKeyFuncs
[]
MapKeyFuncsSparse
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::[MapKeyFuncsSparse](API\Editor\UnrealEd\Editor\SListView\MapKeyFuncsSparse) MapKeyFuncsSparse
[]
SListView::NavigationSelect
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Selects the specified item and scrolls it into view. If shift is held, it will be a range select.
UnrealEd
virtual void NavigationSelect ( const ItemType & InItemToSelect, const [FInputEvent](API\Runtime\SlateCore\Input\FInputEvent) & InInputEvent )
[]
SListView::NotifyFinishedScrolling
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Called when CurrentScrollOffset == TargetScrollOffset at the end of a Tick
UnrealEd
virtual void NotifyFinishedScrolling()
[]
SListView::NotifyItemScrolledIntoView
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Called when an item has entered the visible geometry to check to see if the ItemScrolledIntoView delegate should be fired.
UnrealEd
virtual void NotifyItemScrolledIntoView()
[]
NullableItemType
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::NullableType NullableItemType
[]
SListView::OnKeyDown
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Called after a key is pressed when this widget has focus (this event bubbles if not handled) Returns whether the event was handled, along with other possible actions
UnrealEd
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )
[]
SListView::OnKeyDown_Internal
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
[FReply](API\Runtime\SlateCore\Input\FReply) OnKeyDown_Internal ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FKeyEvent](API\Runtime\SlateCore\Input\FKeyEvent) & InKeyEvent )
[]
SListView::OnMouseButtonDown
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
MOUSE INPUT The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled. Whether the event was handled along with possible requests for the system to take action.
UnrealEd
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonDown ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )
[]
SListView::OnMouseButtonUp
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled. Whether the event was handled along with possible requests for the system to take action.
UnrealEd
virtual [FReply](API\Runtime\SlateCore\Input\FReply) OnMouseButtonUp ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )
[]
SListView::OnNavigation
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Called when navigation is requested e.g. Left Joystick, Direction Pad, Arrow Keys can generate navigation events.
UnrealEd
virtual [FNavigationReply](API\Runtime\SlateCore\Input\FNavigationReply) OnNavigation ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, const [FNavigationEvent](API\Runtime\SlateCore\Input\FNavigationEvent) & InNavigationEvent )
[]
SListView::Private_ClearHighlightedItems
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Empty the set of highlighted items.
UnrealEd
virtual void Private_ClearHighlightedItems()
[]
SListView::Private_ClearSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Empty the selection set.
UnrealEd
virtual void Private_ClearSelection()
[]
SListView::Private_DoesItemHaveChildren
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
true if the item has children
UnrealEd
virtual bool Private_DoesItemHaveChildren ( int32 ItemIndexInList ) const
[]
SListView::Private_FindNextSelectableOrNavigableWithIndexAndDirection
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
[TOptional](API\Runtime\Core\IO\TOptional)< ItemType > Private_FindNextSelectableOrNavigableWithIndexAndDirection ( const ItemType & InItemToSelect, int32 SelectionIdx, bool bSelectForward )
[]
SListView::Private_FindNextSelectableOrNavigable
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
[TOptional](API\Runtime\Core\IO\TOptional)< ItemType > Private_FindNextSelectableOrNavigable ( const ItemType & InItemToSelect )
[]
SListView::Private_GetOrientation
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
the orientation of this TableView
UnrealEd
virtual EOrientation Private_GetOrientation() const
[]
SListView::Private_GetNestingDepth
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Nesting level within the tree: 0 is root-level, 1 is children of root, etc.
UnrealEd
virtual int32 Private_GetNestingDepth ( int32 ItemIndexInList ) const
[]
SListView::Private_GetNumSelectedItems
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
the number of items that are selected
UnrealEd
virtual int32 Private_GetNumSelectedItems() const
[]
SListView::Private_GetSelectionMode
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
the selection mode of this TableView
UnrealEd
virtual [ESelectionMode::Type](API\Runtime\Slate\Framework\Views\ESelectionMode__Type) Private_GetSelectionMode() const
[]
SListView::Private_GetWiresNeededByDepth
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
aTBitArrayin which each true bit indicates that a vertical wire is needed at this depth of the tree view.
UnrealEd
virtual const [TBitArray](API\Runtime\Core\Containers\TBitArray) & Private_GetWiresNeededByDepth ( int32 ItemIndexInList ) const
[]
SListView::Private_HasSelectorFocus
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Test if the item passed in has selector focus. true if the item has selector focus in this list; false otherwise.
UnrealEd
virtual bool Private_HasSelectorFocus ( const ItemType & TheItem ) const
[]
SListView::Private_IsItemExpanded
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
true if the item is expanded; false otherwise.
UnrealEd
virtual bool Private_IsItemExpanded ( const ItemType & TheItem ) const
[]
SListView::Private_IsItemHighlighted
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Test if the current item should be highlighted. This is separate from hover highlights. true if the item is marked as highlighted in this list; false otherwise.
UnrealEd
virtual bool Private_IsItemHighlighted ( const ItemType & TheItem ) const
[]
SListView::Private_IsItemSelectableOrNavigable
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Test if the current item can be selected or navigated to. true if the item is selectable or navigable; false otherwise.
UnrealEd
virtual bool Private_IsItemSelectableOrNavigable ( const ItemType & TheItem ) const
[]
SListView::Private_IsItemSelected
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Test if the current item is selected. true if the item is selected in this list; false otherwise.
UnrealEd
virtual bool Private_IsItemSelected ( const ItemType & TheItem ) const
[]
SListView::Private_IsLastChild
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
true if this item is the last direct descendant of its parent.
UnrealEd
virtual bool Private_IsLastChild ( int32 ItemIndexInList ) const
[]
SListView::Private_IsPendingRefresh
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Is the list pending a refresh?
UnrealEd
virtual bool Private_IsPendingRefresh() const
[]
SListView::Private_ItemFromWidget
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Given a Widget, find the corresponding data item. The data item from which TheWidget was generated
UnrealEd
virtual const ItemType * Private_ItemFromWidget ( const [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) * TheWidget ) const
[]
SListView::Private_OnEntryInitialized
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
A low-level interface for use various widgets generated by ItemsWidgets(Lists, Trees, etc). These handle selection, expansion, and other such properties common to ItemsWidgets.
UnrealEd
void Private_OnEntryInitialized ( ItemType TheItem, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > & TableRow )
[]
SListView::Private_OnExpanderArrowShiftClicked
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Called when the expander arrow for the given item is shift+clicked.
UnrealEd
virtual void Private_OnExpanderArrowShiftClicked ( ItemType TheItem, bool bShouldBeExpanded )
[]
SListView::Private_OnItemClicked
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Called when the item is clicked, and returns whether or not the event was handled
UnrealEd
virtual bool Private_OnItemClicked ( ItemType TheItem )
[]
SListView::Private_OnItemDoubleClicked
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Called when the item is double-clicked, and returns whether or not the event was handled
UnrealEd
virtual bool Private_OnItemDoubleClicked ( ItemType TheItem )
[]
SListView::Private_OnItemRightClicked
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Called when the item is right-clicked when not right mouse scrolling
UnrealEd
virtual void Private_OnItemRightClicked ( ItemType TheItem, const [FPointerEvent](API\Runtime\SlateCore\Input\FPointerEvent) & MouseEvent )
[]
SListView::Private_SelectRangeFromCurrentTo
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Select a range of items from the current RangeSelectionStart to the SelectorItem Does not cause anOnSelectionChanged()!
UnrealEd
virtual void Private_SelectRangeFromCurrentTo ( ItemType SelectorItem )
[]
SListView::Private_SetItemExpansion
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Set whether some data item is expanded or not.
UnrealEd
virtual void Private_SetItemExpansion ( ItemType TheItem, bool bShouldBeExpanded )
[]
SListView::Private_SetItemSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Set the selection state of an item. Does not cause anOnSelectionChanged()!
UnrealEd
virtual void Private_SetItemSelection ( ItemType TheItem, bool bShouldBeSelected, bool bWasUserDirected )
[]
SListView::Private_SignalSelectionChanged
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Notify the ItemsWidget that we changed its selection. Triggers asOnSelectionChanged().
UnrealEd
virtual void Private_SignalSelectionChanged ( [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )
[]
SListView::Private_UsesSelectorFocus
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Returns whether the table view uses selector focus. true if the table view uses selector focus; false otherwise.
UnrealEd
virtual bool Private_UsesSelectorFocus() const
[]
SListView::RebuildList
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Completely wipe existing widgets and fully regenerate them on next tick.
UnrealEd
virtual void RebuildList()
[]
SListView::ReGenerateItems
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Update generate Widgets for Items as needed and clean up any Widgets that are no longer needed. Re-arrange the visible widget order as necessary.
UnrealEd
virtual [FReGenerateResults](API\Runtime\Slate\Widgets\Views\STableViewBase\FReGenerateResults) ReGenerateItems ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry )
[]
SListView::ReGeneratePinnedItems
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
void ReGeneratePinnedItems ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & InItems, const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, int32 MaxPinnedItemsOverride )
[]
SListView::RequestNavigateToItem
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Navigate to a specific item, scrolling it into view if needed. If the item is not found, fails silently.
UnrealEd
void RequestNavigateToItem ( ItemType Item, const uint32 UserIndex )
[]
SListView::RequestScrollIntoView
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Scroll an item into view. If the item is not found, fails silently.
UnrealEd
void RequestScrollIntoView ( ItemType ItemToView, const uint32 UserIndex )
[]
SListView::RequestScrollIntoView
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Deprecated* RequestScrollIntoView no longer takes parameter bNavigateOnScrollIntoView. Call RequestNavigateToItem instead of RequestScrollIntoView if navigation is required.
UnrealEd
void RequestScrollIntoView ( ItemType ItemToView, const uint32 UserIndex, const bool NavigateOnScrollIntoView )
[]
SListView::Private_SetItemHighlighted
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Enable a soft highlight on the element. This is useful for explaining parent/child relationships without actually modifying selection. Unrelated to any hover highlights.
UnrealEd
virtual void Private_SetItemHighlighted ( ItemType TheItem, bool bShouldBeHighlighted )
[]
SListView::ScrollBy
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Scroll the list view by some number of screen units. The amount actually scrolled in items
UnrealEd
virtual float ScrollBy ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & MyGeometry, float ScrollByAmount, EAllowOverscroll InAllowOverscroll )
[]
SListView::ScrollIntoView
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
If there is a pending request to scroll an item into view, do so.
UnrealEd
virtual [EScrollIntoViewResult](API\Runtime\Slate\Widgets\Views\STableViewBase\EScrollIntoViewResult) ScrollIntoView ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & ListViewGeometry )
[]
SListView::SetItemSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Set the selection state of an item.
UnrealEd
void SetItemSelection ( const ItemType & InItem, bool bSelected, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )
[]
SListView::SetItemHighlighted
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Set the highlighted state of an item.
UnrealEd
void SetItemHighlighted ( const ItemType & TheItem, bool bHighlighted )
[]
SListView::SetItemSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Set the selection state of multiple items.
UnrealEd
void SetItemSelection ( TConstArrayView< ItemType > InItems, bool bSelected, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )
[]
SListView::SetItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Establishes a wholly new list of items being observed by the list. Wipes all existing state and requests and will fully rebuild on the next tick.
UnrealEd
void SetItemsSource ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > * InListItemsSource )
[]
SListView::SetItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Establishes a wholly new list of items being observed by the list. Wipes all existing state and requests and will fully rebuild on the next tick. The ObservableArray will notify the Widget when it needs to refresh.
UnrealEd
void SetItemsSource ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)<::[UE::Slate::Containers::TObservableArray](API\Runtime\SlateCore\Containers\TObservableArray)< ItemType >> InListItemsSource )
[]
SListView::SetItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Establishes a wholly new list of items being observed by the list. Wipes all existing state and requests and will fully rebuild on the next tick.
UnrealEd
void SetItemsSource ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [UE::Slate::ItemsSource::IItemsSource](API\Runtime\Slate\Widgets\Views\IItemsSource)< ItemType >> Provider )
[]
SListView::SetListItemsSource
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Deprecated* SetListItemsSource is deprecated. Please use the correct SetItemsSource implementation.
UnrealEd
void SetListItemsSource ( const [TArray](API\Runtime\Core\Containers\TArray)< ItemType > & InListItemsSource )
[]
SListView::SetOnEntryInitialized
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Sets the OnEntryInitializer delegate. This delegate is invoked after initializing an entry being generated, before it may be added to the actual widget hierarchy.
UnrealEd
void SetOnEntryInitialized ( const [FOnEntryInitialized](API\Editor\UnrealEd\Editor\SListView\FOnEntryInitialized) & Delegate )
[]
SListView::SetSelection
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Set the currently selected Item.
UnrealEd
void SetSelection ( ItemType SoleSelectedItem, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )
[]
SListView::SetSelectionMode
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Set the current selection mode of the list. If going from multi-select to a type of single-select and one item is selected, it will be maintained (otherwise all will be cleared). If disabling selection, any current selections will be cleared.
UnrealEd
void SetSelectionMode ( const [TAttribute](API\Runtime\Core\Misc\TAttribute)< [ESelectionMode::Type](API\Runtime\Slate\Framework\Views\ESelectionMode__Type) > & NewSelectionMode )
[]
SListView::SetStyle
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
void SetStyle ( const [FTableViewStyle](API\Runtime\SlateCore\Styling\FTableViewStyle) * InStyle )
[]
SListView::SupportsKeyboardFocus
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Checks to see if this widget supports keyboard focus. Override this in derived classes. True if this widget can take keyboard focus
UnrealEd
virtual bool SupportsKeyboardFocus() const
[]
TItemSet
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
typedef [TSet](API\Runtime\Core\Containers\TSet)< ItemType, typename [TListTypeTraits](API\Runtime\Slate\Framework\Views\TListTypeTraits)< ItemType >::SetKeyFuncs > TItemSet
[]
SListView::UpdateSelectionSet
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Remove any items that are no longer in the list from the selection set.
UnrealEd
virtual void UpdateSelectionSet()
[]
SListView::WidgetFromItem
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
Find a widget for this item if it has already been constructed. A pointer to the corresponding widget if it exists; otherwise nullptr.
UnrealEd
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ITableRow](API\Runtime\Slate\Widgets\Views\ITableRow) > WidgetFromItem ( const ItemType & InItem ) const
[]
SListView::SListView
/Engine/Source/Runtime/Slate/Public/Widgets/Views/SListView.h
UnrealEd
PRAGMA_DISABLE_DEPRECATION_WARNINGS SListView ( [ETableViewMode::Type](API\Runtime\Slate\Framework\Views\ETableViewMode__Type) InListMode )
[]
SListView
/Engine/Source/Editor/UnrealEd/Classes/Editor/PropertyEditorTestObject.h
TSharedRefMyClass::GenerateItemRow(TSharedPtrItem, const TSharedRef& OwnerTable) { return SNew(STableRow>, OwnerTable) [ SNew(STextBlock) .Text(*Item) ]; }
UnrealEd
template<typename ItemType> class SListView : public [STableViewBase](API\Runtime\Slate\Widgets\Views\STableViewBase), private TListTypeTraits< ItemType >::SerializerType, public [ITypedTableView< ItemType >](API\Runtime\Slate\Framework\Views\ITypedTableView)
[ { "type": "bool", "name": "bClearSelectionOnClick", "description": "If true, the selection will be cleared if the user clicks in empty space (not on an item)" }, { "type": "bool", "name": "bHandleDirectionalNavigation", "description": "Should directional nav be supported" }, { "t...