Class that represents a sprite that will be visualized by UVisualRenderer. More...
#include <VisualSprite.h>
Public Member Functions | |
UVisualSprite (const FObjectInitializer &ObjectInitializer) | |
virtual void | ReleaseSlateResources (bool bReleaseChildren) override |
Releases memory allocated for slate widgets. | |
virtual void | AssignSpriteInfo (const TArray< FVisualImageInfo > &InInfo) |
Assigns provided information to visual images of this sprite. | |
Public Attributes | |
FOnSpriteDisappear | OnSpriteDisappear |
Called when sprite is removed from canvas in the renderer. | |
FOnSpriteAppear | OnSpriteAppear |
Called when sprite is being drawn by the renderer. | |
Class that represents a sprite that will be visualized by UVisualRenderer.
Sprite in VisualU is a widget which appearance is governed by UVisualImage and lifetime is bound to the lifetime of the FScenario that is currently active in UVisualController. It is represented by FSprite struct in scene visual info. Visual sprite can contain scripts of a normal widget and can be extended as some specific kind of sprite.
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virtual |
Assigns provided information to visual images of this sprite.
Default implementation will assign first image info to the first visual image, which is the one closest to the root of the Widget tree
. (In Widget designer, the top most visual image will be the first, the down most will be the last). It will continue assigning fields in this manner until there is no visual images left in the tree. Any extra image info will be ignored.
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overridevirtual |
Releases memory allocated for slate widgets.
bReleaseChildren | should memory of child widgets be released |