DreamGUI
Reference

UDreamUIBPLibrary

Dream UIBPLibrary

Inherits from UBlueprintFunctionLibrary.

Declared in Public/DreamUIBPLibrary.h.

Dream UIBPLibrary

Functions

FunctionKindDescription
UDreamWidget* AddWidgetOfClassToScreen(UObject* WorldContextObject, TSubclassOf<UDreamUserWidget> InWidgetClass, FDreamUIWidgetCreatedCallback InCallbackBeforeAlive, int32 SortOrder)callableLoad a prefab under the shared screen root and track it as a viewport page. Return pin follows InWidgetClass.
UDreamWidget* AddWidgetOfClassToViewport(UObject* WorldContextObject, TSubclassOf<UDreamUserWidget> InWidgetClass, int32 SortOrder)callableUMG-style CreateWidget + AddToViewport convenience node for a DreamUI prefab. Return pin follows InWidgetClass.
bool AttachWidgetToSceneComponent(UDreamWidget* InRoot, USceneComponent* InSceneComponent)callablePut a root widget made with ConstructWidget into the world: the counterpart of AddToViewport for world-space UI, and what a prefab presenter does for the tree it loads. The root must carry a DreamCanvas (the canvas decides the render mode and owns the meshes); it is attached to InSceneComponent, which gives it its world transform, and leaves the not-yet-added state. Returns false, and changes nothing, when InRoot has a parent or no canvas.
UDreamWidget* ConstructWidget(UObject* WorldContextObject, FString DisplayName, TSubclassOf<UDreamVisual> VisualClass)callableMake a widget that exists but is not on screen -- the counterpart of UMG's WidgetTree::ConstructWidget<T>(). It draws nothing and its behaviours do not run until you hand it to AddChild or AddToViewport; until then it is held by the DreamUI manager, so it will not be collected out from under you while you configure it.
UDreamWidget* CreateDreamWidgetOfClass(UObject* WorldContextObject, TSubclassOf<UDreamUserWidget> InWidgetClass)callableInstantiate a prefab without putting it anywhere -- the counterpart of UMG's CreateWidget(WidgetBlueprintClass). Same not-on-screen state as ConstructWidget, including a prefab whose root carries its own UDreamCanvas, which would otherwise start rendering the moment it existed.
void DreamGUIExecuteControllerInputAction(FKey inputKey, bool pressOrRelease)callableDream GUIExecute Controller Input Action
AActor* DreamUICompRef_GetActor(FDreamUIComponentReference InDreamUIComponentReference)pureGet Actor
UActorComponent* DreamUICompRef_GetComponent(FDreamUIComponentReference InDreamUIComponentReference, TSubclassOf<UActorComponent> InComponentType)pureInComponentType must be the same as InDreamUIComponentReference's component type
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Asset_Register(FDreamUIEventDelegate_Asset InEvent, FDreamUIEventDelegate_Asset_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Asset_Unregister(FDreamUIEventDelegate_Asset InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Bool_Execute(FDreamUIEventDelegate_Bool InEvent, bool InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Bool_Register(FDreamUIEventDelegate_Bool InEvent, FDreamUIEventDelegate_Bool_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Bool_Unregister(FDreamUIEventDelegate_Bool InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Class_Execute(FDreamUIEventDelegate_Class InEvent, UClass* InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Class_Register(FDreamUIEventDelegate_Class InEvent, FDreamUIEventDelegate_Class_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Class_Unregister(FDreamUIEventDelegate_Class InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Color_Execute(FDreamUIEventDelegate_Color InEvent, FColor InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Color_Register(FDreamUIEventDelegate_Color InEvent, FDreamUIEventDelegate_Color_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Color_Unregister(FDreamUIEventDelegate_Color InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Double_Execute(FDreamUIEventDelegate_Double InEvent, double InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Double_Register(FDreamUIEventDelegate_Double InEvent, FDreamUIEventDelegate_Double_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Double_Unregister(FDreamUIEventDelegate_Double InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_DreamWidget_Execute(FDreamUIEventDelegate_DreamWidget InEvent, UDreamWidget* InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_DreamWidget_Register(FDreamUIEventDelegate_DreamWidget InEvent, FDreamUIEventDelegate_DreamWidget_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_DreamWidget_Unregister(FDreamUIEventDelegate_DreamWidget InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Empty_Execute(FDreamUIEventDelegate_Empty InEvent)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Empty_Register(FDreamUIEventDelegate_Empty InEvent, FDreamUIEventDelegate_Empty_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Empty_Unregister(FDreamUIEventDelegate_Empty InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Float_Execute(FDreamUIEventDelegate_Float InEvent, float InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Float_Register(FDreamUIEventDelegate_Float InEvent, FDreamUIEventDelegate_Float_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Float_Unregister(FDreamUIEventDelegate_Float InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Int32_Execute(FDreamUIEventDelegate_Int32 InEvent, int32 InParameter)callableUFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Execute")) static void DreamUIEventDelegate_UInt16_Execute(const FDreamUIEventDelegate_UInt16& InEvent, uint16 InParameter) { InEvent(InParameter); } UFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Register")) static FDreamGUIDelegateHandleWrapper DreamUIEventDelegate_UInt16_Register(const FDreamUIEventDelegate_UInt16& InEvent, FDreamUIEventDelegate_UInt16_DynamicDelegate InDelegate); UFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Unregister")) static void DreamUIEventDelegate_UInt16_Unregister(const FDreamUIEventDelegate_UInt16& InEvent, const FDreamGUIDelegateHandleWrapper& InDelegateHandle);
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Int32_Register(FDreamUIEventDelegate_Int32 InEvent, FDreamUIEventDelegate_Int32_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Int32_Unregister(FDreamUIEventDelegate_Int32 InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Int64_Execute(FDreamUIEventDelegate_Int64 InEvent, int64 InParameter)callableUFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Execute")) static void DreamUIEventDelegate_UInt32_Execute(const FDreamUIEventDelegate_UInt32& InEvent, uint32 InParameter) { InEvent(InParameter); } UFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Register")) static FDreamGUIDelegateHandleWrapper DreamUIEventDelegate_UInt32_Register(const FDreamUIEventDelegate_UInt32& InEvent, FDreamUIEventDelegate_UInt32_DynamicDelegate InDelegate); UFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Unregister")) static void DreamUIEventDelegate_UInt32_Unregister(const FDreamUIEventDelegate_UInt32& InEvent, const FDreamGUIDelegateHandleWrapper& InDelegateHandle);
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Int64_Register(FDreamUIEventDelegate_Int64 InEvent, FDreamUIEventDelegate_Int64_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Int64_Unregister(FDreamUIEventDelegate_Int64 InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_LinearColor_Execute(FDreamUIEventDelegate_LinearColor InEvent, FLinearColor InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_LinearColor_Register(FDreamUIEventDelegate_LinearColor InEvent, FDreamUIEventDelegate_LinearColor_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_LinearColor_Unregister(FDreamUIEventDelegate_LinearColor InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Name_Execute(FDreamUIEventDelegate_Name InEvent, FName InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Name_Register(FDreamUIEventDelegate_Name InEvent, FDreamUIEventDelegate_Name_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Name_Unregister(FDreamUIEventDelegate_Name InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Object_Execute(FDreamUIEventDelegate_Asset InEvent, UObject* InParameter)callableExecute
void DreamUIEventDelegate_PointerEvent_Execute(FDreamUIEventDelegate_PointerEvent InEvent, UDreamPointerEventData* InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_PointerEvent_Register(FDreamUIEventDelegate_PointerEvent InEvent, FDreamUIEventDelegate_PointerEvent_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_PointerEvent_Unregister(FDreamUIEventDelegate_PointerEvent InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Quaternion_Execute(FDreamUIEventDelegate_Quaternion InEvent, FQuat InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Quaternion_Register(FDreamUIEventDelegate_Quaternion InEvent, FDreamUIEventDelegate_Quaternion_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Quaternion_Unregister(FDreamUIEventDelegate_Quaternion InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Rotator_Execute(FDreamUIEventDelegate_Rotator InEvent, FRotator InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Rotator_Register(FDreamUIEventDelegate_Rotator InEvent, FDreamUIEventDelegate_Rotator_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Rotator_Unregister(FDreamUIEventDelegate_Rotator InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_String_Execute(FDreamUIEventDelegate_String InEvent, FString InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_String_Register(FDreamUIEventDelegate_String InEvent, FDreamUIEventDelegate_String_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_String_Unregister(FDreamUIEventDelegate_String InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Text_Execute(FDreamUIEventDelegate_Text InEvent, FText InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Text_Register(FDreamUIEventDelegate_Text InEvent, FDreamUIEventDelegate_Text_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Text_Unregister(FDreamUIEventDelegate_Text InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_UInt8_Execute(FDreamUIEventDelegate_UInt8 InEvent, uint8 InParameter)callableUFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Execute")) static void DreamUIEventDelegate_Int8_Execute(const FDreamUIEventDelegate_Int8& InEvent, int8 InParameter) { InEvent(InParameter); } UFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Register")) static FDreamGUIDelegateHandleWrapper DreamUIEventDelegate_Int8_Register(const FDreamUIEventDelegate_Int8& InEvent, FDreamUIEventDelegate_Int8_DynamicDelegate InDelegate); UFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Unregister")) static void DreamUIEventDelegate_Int8_Unregister(const FDreamUIEventDelegate_Int8& InEvent, const FDreamGUIDelegateHandleWrapper& InDelegateHandle);
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_UInt8_Register(FDreamUIEventDelegate_UInt8 InEvent, FDreamUIEventDelegate_UInt8_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_UInt8_Unregister(FDreamUIEventDelegate_UInt8 InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Vector2_Execute(FDreamUIEventDelegate_Vector2 InEvent, FVector2D InParameter)callableUFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Execute")) static void DreamUIEventDelegate_UInt64_Execute(const FDreamUIEventDelegate_UInt64& InEvent, uint64 InParameter) { InEvent(InParameter); } UFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Register")) static FDreamGUIDelegateHandleWrapper DreamUIEventDelegate_UInt64_Register(const FDreamUIEventDelegate_UInt64& InEvent, FDreamUIEventDelegate_UInt64_DynamicDelegate InDelegate); UFUNCTION(BlueprintCallable, Category = DreamGUI, meta = (DisplayName = "Unregister")) static void DreamUIEventDelegate_UInt64_Unregister(const FDreamUIEventDelegate_UInt64& InEvent, const FDreamGUIDelegateHandleWrapper& InDelegateHandle);
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Vector2_Register(FDreamUIEventDelegate_Vector2 InEvent, FDreamUIEventDelegate_Vector2_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Vector2_Unregister(FDreamUIEventDelegate_Vector2 InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Vector3_Execute(FDreamUIEventDelegate_Vector3 InEvent, FVector InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Vector3_Register(FDreamUIEventDelegate_Vector3 InEvent, FDreamUIEventDelegate_Vector3_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Vector3_Unregister(FDreamUIEventDelegate_Vector3 InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegate_Vector4_Execute(FDreamUIEventDelegate_Vector4 InEvent, FVector4 InParameter)callableExecute
FDreamUIDelegateHandleWrapper DreamUIEventDelegate_Vector4_Register(FDreamUIEventDelegate_Vector4 InEvent, FDreamUIEventDelegate_Vector4_DynamicDelegate InDelegate)callableRegister
void DreamUIEventDelegate_Vector4_Unregister(FDreamUIEventDelegate_Vector4 InEvent, FDreamUIDelegateHandleWrapper InDelegateHandle)callableUnregister
void DreamUIEventDelegateExecuteActor(FDreamUIEventDelegate InEvent, AActor* InParameter)callableDream UIEvent Delegate Execute Actor
void DreamUIEventDelegateExecuteBool(FDreamUIEventDelegate InEvent, bool InParameter)callableDream UIEvent Delegate Execute Bool
void DreamUIEventDelegateExecuteClass(FDreamUIEventDelegate InEvent, UClass* InParameter)callableDream UIEvent Delegate Execute Class
void DreamUIEventDelegateExecuteColor(FDreamUIEventDelegate InEvent, FColor InParameter)callableDream UIEvent Delegate Execute Color
void DreamUIEventDelegateExecuteEmpty(FDreamUIEventDelegate InEvent)callableDream UIEvent Delegate Execute Empty
void DreamUIEventDelegateExecuteFloat(FDreamUIEventDelegate InEvent, float InParameter)callableDream UIEvent Delegate Execute Float
void DreamUIEventDelegateExecuteInt32(FDreamUIEventDelegate InEvent, int32 InParameter)callableUFUNCTION(BlueprintCallable, Category = DreamGUI)static void DreamGUIEventDelegateExecuteInt16(const FDreamGUIEventDelegate& InEvent, const int16& InParameter) { InEvent.FireEvent(InParameter); } UFUNCTION(BlueprintCallable, Category = DreamGUI)static void DreamGUIEventDelegateExecuteUInt16(const FDreamGUIEventDelegate& InEvent, const uint16& InParameter) { InEvent.FireEvent(InParameter); }
void DreamUIEventDelegateExecuteLinearColor(FDreamUIEventDelegate InEvent, FLinearColor InParameter)callableDream UIEvent Delegate Execute Linear Color
void DreamUIEventDelegateExecuteName(FDreamUIEventDelegate InEvent, FName InParameter)callableDream UIEvent Delegate Execute Name
void DreamUIEventDelegateExecuteObject(FDreamUIEventDelegate InEvent, UObject* InParameter)callableDream UIEvent Delegate Execute Object
void DreamUIEventDelegateExecutePointerEvent(FDreamUIEventDelegate InEvent, UDreamPointerEventData* InParameter)callableDream UIEvent Delegate Execute Pointer Event
void DreamUIEventDelegateExecuteQuaternion(FDreamUIEventDelegate InEvent, FQuat InParameter)callableDream UIEvent Delegate Execute Quaternion
void DreamUIEventDelegateExecuteRotator(FDreamUIEventDelegate InEvent, FRotator InParameter)callableDream UIEvent Delegate Execute Rotator
void DreamUIEventDelegateExecuteString(FDreamUIEventDelegate InEvent, FString InParameter)callableDream UIEvent Delegate Execute String
void DreamUIEventDelegateExecuteText(FDreamUIEventDelegate InEvent, FText InParameter)callableDream UIEvent Delegate Execute Text
void DreamUIEventDelegateExecuteUInt8(FDreamUIEventDelegate InEvent, uint8 InParameter)callableUFUNCTION(BlueprintCallable, Category = DreamGUI)static void DreamGUIEventDelegateExecuteDouble(const FDreamGUIEventDelegate& InEvent, const double& InParameter) { InEvent.FireEvent(InParameter); } UFUNCTION(BlueprintCallable, Category = DreamGUI)static void DreamGUIEventDelegateExecuteInt8(const FDreamGUIEventDelegate& InEvent, const int8& InParameter) { InEvent.FireEvent(InParameter); }
void DreamUIEventDelegateExecuteVector2(FDreamUIEventDelegate InEvent, FVector2D InParameter)callableUFUNCTION(BlueprintCallable, Category = DreamGUI)static void DreamGUIEventDelegateExecuteUInt32(const FDreamGUIEventDelegate& InEvent, const uint32& InParameter) { InEvent.FireEvent(InParameter); } UFUNCTION(BlueprintCallable, Category = DreamGUI)static void DreamGUIEventDelegateExecuteInt64(const FDreamGUIEventDelegate& InEvent, const int64& InParameter) { InEvent.FireEvent(InParameter); } UFUNCTION(BlueprintCallable, Category = DreamGUI)static void DreamGUIEventDelegateExecuteUInt64(const FDreamGUIEventDelegate& InEvent, const uint64& InParameter) { InEvent.FireEvent(InParameter); }
void DreamUIEventDelegateExecuteVector3(FDreamUIEventDelegate InEvent, FVector InParameter)callableDream UIEvent Delegate Execute Vector 3
void DreamUIEventDelegateExecuteVector4(FDreamUIEventDelegate InEvent, FVector4 InParameter)callableDream UIEvent Delegate Execute Vector 4
void DreamUIExecuteControllerInputAxis(FKey inputKey, float value)callableDream UIExecute Controller Input Axis
UDreamWidget* DuplicateWidget(UObject* WorldContextObject, UDreamWidget* Target, UDreamWidget* Parent)callableDuplicate actor with hierarchy
UDreamWidget* DuplicateWidgetWithPreparedData(UObject* WorldContextObject, FDreamUIDuplicateDataContainer& Data, UDreamWidget* Parent)callableUse this with PrepareDuplicateData node.
void ForceLayoutPrepass(UDreamWidget* InWidget)callableLay this widget's tree out NOW rather than on the next pass -- UMG's ForceLayoutPrepass.
UActorComponent* GetComponentInChildren(AActor* InActor, TSubclassOf<UActorComponent> ComponentClass, bool IncludeSelf, TSet<AActor*> InExcludeNode)pureFind the first component in children with type. @param InActor Root actor to start from. @param ComponentClass The component type that need to search. @param IncludeSelf true- also search component at InActor. @param InExcludeNode If any child actor is included in this InExcludeNode, will skip that child actor and all it's children.
UActorComponent* GetComponentInParent(AActor* InActor, TSubclassOf<UActorComponent> ComponentClass, bool IncludeSelf, AActor* InStopNode)pureFind the first component in parent and up parent hierarchy with type. @param IncludeSelf Include actor self. @param InStopNode If parent is InStopNode then break the search chain. Can be null to ignore it.
TArray<UActorComponent*> GetComponentsInChildren(AActor* InActor, TSubclassOf<UActorComponent> ComponentClass, bool IncludeSelf, TSet<AActor*> InExcludeNode)pureFind all compoents in children with type. @param InActor Root actor to start from. @param ComponentClass The component type that need to search. @param IncludeSelf true- also search component at InActor. @param InExcludeNode If any child actor is included in this InExcludeNode, will skip that child actor and all it's children.
UDreamWidget* GetOrCreateScreenSpaceUIRoot(UObject* WorldContextObject)callableReturn the world's shared ScreenSpaceOverlay root, creating it on demand.
void GetSpriteBorderSize(FDreamUISpriteInfo SpriteInfo, int32& borderLeft, int32& borderRight, int32& borderTop, int32& borderBottom)pureGet Sprite Border Size
void GetSpriteBorderUV(FDreamUISpriteInfo SpriteInfo, float& borderUV0X, float& borderUV0Y, float& borderUV3X, float& borderUV3Y)pureGet Sprite Border UV
void GetSpriteSize(FDreamUISpriteInfo SpriteInfo, int32& width, int32& height)pureGet Sprite Size
void GetSpriteUV(FDreamUISpriteInfo SpriteInfo, float& UV0X, float& UV0Y, float& UV3X, float& UV3Y)pureGet Sprite UV
void InvalidateLayout(UDreamWidget* InWidget)callableMark this widget for the next layout pass -- UMG's InvalidateLayoutAndVolatility.
bool IsInViewport(UObject* WorldContextObject, UDreamWidget* InRoot)pureIs in Viewport
bool IsWidgetParked(UDreamWidget* InWidget)pureTrue while a widget has been created but not yet added to anything. See ConstructWidget.
void K2_DreamUICompRef_GetComponent(FDreamUIComponentReference InDreamUICompRef, UActorComponent*& OutResult)pureGet
void PrepareDuplicateData(UDreamWidget* Target, FDreamUIDuplicateDataContainer& Data)callableOptimized version of DuplicateActor node when you need to duplicate same actor for multiple times. Use the result data in DuplicateActorWithPreparedData node.
void RemoveFromViewport(UObject* WorldContextObject, UDreamWidget* InRoot)callableDestroy a tracked viewport page and remove it from the screen registry.

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