WBP_ServerBrowser

October 03, 2024

WBP_ServerBrowser

Path: /Game/AdvancedTurnBasedTileToolkit/Maps/MP/UI/WBP_ServerBrowser

.. cpp:class:: WBP_ServerBrowser : public UserWidget

.. cpp:function:: void DisplayLoadingOnClicked(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void Construct(exec then)

  Type: Called after the underlying slate widget is constructed.  Depending on how the slate object is used this event may be called multiple times due to adding and removing from the hierarchy. If you need a true called-once-when-created event, use OnInitialized.

  Category: User Interface

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Cosmetic, Event, Blueprint Event

  Called after the underlying slate widget is constructed.  Depending on how the slate object is used this event may be called multiple times due to adding and removing from the hierarchy. If you need a true called-once-when-created event, use OnInitialized.

  :arg then: 
  :type then: exec

.. cpp:function:: void BndEvt__Button_0_K2Node_ComponentBoundEvent_80_OnButtonClickedEvent__DelegateSignature(exec then)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Blueprint Event

  

  :arg then: 
  :type then: exec

.. cpp:function:: void PreConstruct(exec then, bool IsDesignTime=false)

  Type: Called by both the game and the editor.  Allows users to run initial setup for their widgets to better preview the setup in the designer and since generally that same setup code is required at runtime, it's called there as well.  **WARNING** This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related state, if you call something that doesn't expect to be run at editor time, you may crash the editor.  In the event you save the asset with blueprint code that causes a crash on evaluation.  You can turn off PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.

  Category: User Interface

  Access Modifier: Public

  Constant: False

  Flags: Blueprint Cosmetic, Event, Blueprint Event

  Called by both the game and the editor.  Allows users to run initial setup for their widgets to better preview the setup in the designer and since generally that same setup code is required at runtime, it's called there as well.  **WARNING** This is intended purely for cosmetic updates using locally owned data, you can not safely access any game related state, if you call something that doesn't expect to be run at editor time, you may crash the editor.  In the event you save the asset with blueprint code that causes a crash on evaluation.  You can turn off PreConstruct evaluation in the Widget Designer settings in the Editor Preferences.

  :arg then: 
  :type then: exec
  :arg IsDesignTime: Is Design Time Boolean (Default: false)
  :type IsDesignTime: bool

.. cpp:function:: void OnSuccess_232D46B1450FC5A27AA10EB372161F90(exec then, BlueprintSessionResult Results)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Results: 
  :type Results: BlueprintSessionResult

.. cpp:function:: void OnFailure_232D46B1450FC5A27AA10EB372161F90(exec then, BlueprintSessionResult Results)

  Type: 

  Category: 

  Access Modifier: 

  Constant: False

  Flags: Has Out Params, Blueprint Callable, Blueprint Event

  

  :arg then: 
  :type then: exec
  :arg Results: 
  :type Results: BlueprintSessionResult

.. cpp:member:: PointerToUberGraphFrame UberGraphFrame

  Category: 

  Access Modifier: 
  Flags: Zero Constructor, Transit, Duplicate Transient
  Lifetime Condition: None

  

.. cpp:member:: ComboBoxString ConnectionList

  Category: WBP_ServerBrowser

  Access Modifier: 
  Flags: Blueprint Visible, Export Object, Blueprint Readonly, Zero Constructor, Disable Edit On Instance, Instanced Reference, Rep Skip, No Destructor, Persistent Instance, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: Button RefreshButton

  Category: WBP_ServerBrowser

  Access Modifier: 
  Flags: Blueprint Visible, Export Object, Blueprint Readonly, Zero Constructor, Disable Edit On Instance, Instanced Reference, Rep Skip, No Destructor, Persistent Instance, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: CircularThrobber SearchThrobber

  Category: WBP_ServerBrowser

  Access Modifier: 
  Flags: Blueprint Visible, Export Object, Blueprint Readonly, Zero Constructor, Disable Edit On Instance, Instanced Reference, Rep Skip, No Destructor, Persistent Instance, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: ScrollBox ServerScrollBox

  Category: WBP_ServerBrowser

  Access Modifier: 
  Flags: Blueprint Visible, Export Object, Blueprint Readonly, Zero Constructor, Disable Edit On Instance, Instanced Reference, Rep Skip, No Destructor, Persistent Instance, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: TextBlock TextBlock_9

  Category: 

  Access Modifier: 
  Flags: Export Object, Zero Constructor, Instanced Reference, Rep Skip, No Destructor, Persistent Instance, Has Get Value Type Hash
  Lifetime Condition: None

  

.. cpp:member:: String Info

  Category: Default

  Access Modifier: 
  Flags: Edit, Blueprint Visible, Zero Constructor, Disable Edit On Instance, Has Get Value Type Hash
  Lifetime Condition: None

  

Profile picture

Written by Urakaiketsuya , just a guy who codes. You should follow them on Twitter