ULimenMenuWidget
Overview
ULimenMenuWidget is an abstract widget that extends ULimenWidget. It serves as a foundational class for creating menu interfaces within the Limen Framework. The primary responsibility of this class is to manage the binding of a player controller to itself and its child widgets, ensuring consistent interaction with the game's player control logic.
Properties
Type | Name | Access | Description |
|---|---|---|---|
TObjectPtr | BoundPlayerController | BlueprintReadOnly | The player controller bound to this widget. |
Functions
Return Type | Signature | Description |
|---|---|---|
void | BindPlayerController(APlayerController* InPlayerController) | Binds a player controller to the widget and its child widgets. |
void | OnPlayerControllerBound(APlayerController* InPlayerController) | Native event called when a player controller is bound. Can be overridden for custom behavior. |
Usage & Implementation Notes
Threading Constraints: This class operates on the game thread.
Replication Requirements: None.
Memory Lifetime Management: The widget and its child widgets should manage their memory appropriately, typically through Unreal Engine's garbage collection system.
Initialization Dependencies: The
BindPlayerControllerfunction must be called to establish a connection with a player controller.
Properties (Table: Type | Name | Access | Description)
Type | Name | Access | Description |
|---|---|---|---|
TObjectPtr | BoundPlayerController | BlueprintReadOnly | The player controller bound to this widget. |
Functions (Table: Return Type | Signature | Description)
Return Type | Signature | Description |
|---|---|---|
void | BindPlayerController(APlayerController* InPlayerController) | Binds a player controller to the widget and its child widgets. |
void | OnPlayerControllerBound(APlayerController* InPlayerController) | Native event called when a player controller is bound. Can be overridden for custom behavior. |
Usage & Implementation Notes
Threading Constraints: This class operates on the game thread.
Replication Requirements: None.
Memory Lifetime Management: The widget and its child widgets should manage their memory appropriately, typically through Unreal Engine's garbage collection system.
Initialization Dependencies: The
BindPlayerControllerfunction must be called to establish a connection with a player controller.