32class CK_UE_API
UUserWidgetBase : public UUserWidget, public IAbilitySystemInterface
37 virtual void SetAbilitySystemComponent(AActor* InOwner);
38 virtual UAbilitySystemComponent* GetAbilitySystemComponent()
const override;
39 virtual void OnPushedToLayer();
40 virtual void OnPoppedFromLayer();
41 virtual void OnActivated();
42 virtual void OnDeactivated();
45 UFUNCTION(BlueprintCallable, Category = Widget)
48 UFUNCTION(BlueprintCallable, Category = Widget)
79 WidgetState = InState;
82 UFUNCTION(BlueprintPure, Category =
"Widget|Event")
85 return ActivationHandle ? ActivationHandle : (ActivationHandle = NewObject<UWaitForWidgetActivation>(
this));
90 return AppearanceAnim !=
nullptr;
95 return DisappearanceAnim !=
nullptr;
100 virtual
void OnWidgetActivated();
103 virtual
void OnWidgetDeactivated();
106 UFUNCTION(BlueprintImplementableEvent, Category = "Widget|Event")
107 void OnPushedToLayer_Internal();
109 UFUNCTION(BlueprintImplementableEvent, Category = "Widget|Event")
110 void OnPoppedFromLayer_Internal();
112 UFUNCTION(BlueprintImplementableEvent, Category = "Widget|Event")
113 void OnActivated_Internal();
115 UFUNCTION(BlueprintImplementableEvent, Category = "Widget|Event")
116 void OnDeactivated_Internal();
119 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, Category = "Widget")
122 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "GAS")
123 TObjectPtr<UAbilitySystemComponent> ASC;
125 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Layer", Meta = (Categories = "
UI"))
126 FGameplayTag LayerTag;
128 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Layer")
129 bool bPrimary = false;
131 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, Category = "Layer", meta = (BindWidgetAnimOptional))
132 TObjectPtr<UWidgetAnimation> AppearanceAnim;
134 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Transient, Category = "Layer", meta = (BindWidgetAnimOptional))
135 TObjectPtr<UWidgetAnimation> DisappearanceAnim;
138 UPROPERTY(meta = (AllowPrivateAccess = "true"))