🪟 Widget3D
Widget3D 类是世界中生成的 Widget 类的 3D 表示。

Client OnlyAPI Source
👪Inheritance
This class shares methods and events from Base Entity, Base Actor.
The Widget3D is the 3D representation of a Widget in the world! As it is an Actor, you have all the flexibility of it's methods!
🎒 示例
Spawning a Widget3D from a Widget
Client/Index.lua
-- Spawns a Widget
local my_text = Widget(NativeWidget.Text)
my_text:CallBlueprintEvent("SetText", "Hello World!")
-- Spawns the Widget3D directly from a Widget
local my_widget_3d = my_text:SpawnWidget3D()
🛠 构造函数
You can only spawn Widget3D through Widget:SpawnWidget3D() method.
🦠 函数
Inherited Entity Functions
Widget3D inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/entity
Base Entityscripting-reference/classes/base-classes/entity
| Returns | Name | Description | |
|---|---|---|---|
BroadcastRemoteEvent | 直接在此实体上向所有玩家调用自定义远程事件 | ||
BroadcastRemoteInRadiusEvent | 直接针对此实体调用自定义远程事件,并将该事件传递给半径范围内的所有玩家 | ||
CallRemoteEvent | 直接在此实体上向特定玩家调用自定义远程事件 | ||
CallRemoteEvent | 直接在此实体上调用自定义远程事件 | ||
CallRemotePlayersEvent | 直接在此实体上调用自定义远程事件,并将事件传递给玩家列表 | ||
Destroy | 销毁该实体 | ||
FinishSpawn | 如果此实体是以延迟 spawn_mode 生成的,则完成生成过程并将该实体发送至客户端 | ||
| table of string | GetAllValuesKeys | 获取所有值键的列表 | |
| table | GetClass | 获取该实体的类 | |
| integer | GetID | 获取该实体的全网通用网络 ID(在客户端和服务器上相同) | |
| any | GetValue | 获取此实体上存储在给定键处的 值 | |
| boolean | HasAuthority | 获取本地上下文是否对此实体拥有主控(如果由客户端生成则为 true,由服务器生成则为 false) | |
| boolean | IsA | 递归检查此实体是否继承自某个类 | |
| boolean | IsBeingDestroyed | 如果该实体正在被销毁,则返回 true | |
| boolean | IsSpawned | 获取此实体是否已完成生成 | |
| boolean | IsValid | 如果该实体有效(即未被销毁且指向一个有效的实体),则返回 true | |
SetSpawnMode | 从继承类的构造函数中覆盖此实体完成生成的时间点 | ||
SetValue | 在此实体中设置一个值 | ||
| function | Subscribe | 在这个特定实体上订阅一个事件 | |
| function | SubscribeRemote | 在这个特定实体上订阅一个从服务器调用的自定义远程事件 | |
Unsubscribe | 退订此包内该实体中此 事件 的所有回调,或者仅取消传入的特定回调 |
Inherited Actor Functions
Widget3D inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/actor
Base Actorscripting-reference/classes/base-classes/actor
| Returns | Name | Description | |
|---|---|---|---|
AddActorTag | 向该 Actor 添加一个虚幻 Actor 标签 | ||
AddAngularImpulse | 向该 Actor 添加角冲量。适用于单次瞬间爆发 | ||
AddImpulse | 向该 Actor 添加冲量。适用于单次瞬间爆发 | ||
| boolean | AttachTo | 将该 Actor 附加到任何其他 Actor 上,可选择附加在特定骨骼处 | |
Detach | 将该 Actor 从其附加的 Actor 上分离 | ||
| table of string | GetActorTags | 获取该 Actor 上的所有虚幻 Actor 标签 | |
| Vector | GetAngularForce | 获取该 Actor 的角外力(由 SetAngularForce() 设置) | |
| float | GetAngularVelocity | 返回此 Actor 的角速度 | |
| table of Base Actor | GetAttachedEntities | 获取附加到该 Actor 的所有 Actor | |
| Base Actor or nil | GetAttachedTo | 获取该 Actor 所附加到的父级 Actor | |
| table | GetBounds | 获取该 Actor 的边界范围 | |
| CollisionType | GetCollision | 获取该 Actor 的碰撞类型 | |
| integer | GetDimension | 获取该 Actor 的维度 | |
| float | GetDistanceFromCamera | 获取该 Actor 距离相机的距离 | |
| Vector | GetForce | 获取该 Actor 的持续外力(由 SetForce() 设置) | |
| Vector | GetLocation | 获取该 Actor 在游戏世界中的位置 | |
| float | GetMass | 返回此 Actor 的质量 | |
| Player or nil | GetNetworkAuthority | 获取该 Actor 的网络主控玩家 | |
| Vector | GetRelativeLocation | 如果该 Actor 已附加,获取其相对位置 | |
| Rotator | GetRelativeRotation | 如果该 Actor 已附加,获取其相对旋转 | |
| Rotator | GetRotation | 获取该 Actor 在游戏世界中的角度值 | |
| Vector | GetScale | 获取该 Actor 的缩放比例 | |
| float | GetScreenPercentage | 获取该 Actor 在屏幕中所占尺寸的百分比 | |
| table | GetSocketTransform | 在给定骨骼或插槽名称的情况下,获取世界空间中的插槽变换 | |
| Vector | GetVelocity | 获取该 Actor 当前的速度 | |
| boolean | HasNetworkAuthority | 如果本地玩家当前是该 Actor 的网络主控(Network Authority),则返回 true | |
| boolean | IsGravityEnabled | 如果该 Actor 启用了重力,则返回 true | |
| boolean | IsInWater | 如果该 Actor 处于水中,则返回 true | |
| boolean | IsNetworkDistributed | 如果该 Actor 当前处于网络分配状态,则返回 true | |
| boolean | IsVisible | 如果该 Actor 可见,则返回 true | |
RemoveActorTag | 从该 Actor 中移除一个虚幻 Actor 标签 | ||
RotateTo | 在一定时间内平滑旋转该 Actor 到指定角度 | ||
SetAngularForce | 向该 Actor 添加一个永久的角外力,设为 Vector(0, 0, 0) 可以取消 | ||
SetCastShadow | 设置该 Actor 是否投射阴影 | ||
SetCollision | 设置该 Actor 的碰撞类型 | ||
SetDimension | 设置该 Actor 的维度 | ||
SetDistanceOptimizationMultiplier | 设置此 Actor 的距离优化系数 | ||
SetForce | 向该 Actor 添加一个永久的外力,设为 Vector(0, 0, 0) 可以取消 | ||
SetGravityEnabled | 设置该 Actor 是否启用重力 | ||
SetHighlightEnabled | 设置该 Actor 是否启用高亮显示,以及使用哪个高亮索引值 | ||
SetLifeSpan | 设置该 Actor 被销毁前的生存时间(秒)。经过这段时间后,Actor 将被自动销毁。 | ||
SetLocation | 设置该 Actor 在游戏世界中的位置 | ||
SetNetworkAuthority | 设置某个玩家拥有此 Actor 的网络主控 | ||
SetNetworkAuthorityAutoDistributed | 设置该 Actor 是否在玩家之间自动分配网络主控 | ||
SetOutlineEnabled | 设置该 Actor 是否启用描边,以及使用哪个描边索引值 | ||
SetRelativeLocation | 在本地空间中设置该 Actor 的相对位置(仅在此 Actor 已附加时生效) | ||
SetRelativeRotation | 在本地空间中设置该 Actor 的相对旋转(仅在此 Actor 已附加时生效) | ||
SetRenderCullDistance | 设置该 Actor 的渲染剔除距离 | ||
SetRotation | 设置该 Actor 在游戏世界中的旋转 | ||
SetScale | 设置该 Actor 的缩放比例 | ||
SetVisibility | 设置该 Actor 是否可见 | ||
TranslateTo | 在一定时间内平滑地将该 Actor 移动到某个位置 | ||
| boolean | WasRecentlyRendered | 获取该 Actor 最近是否在屏幕上被渲染过 |
| Returns | Name | Description | |
|---|---|---|---|
| Widget | GetWidget | No description provided | |
Repaint | 强制重新绘制 | ||
SetAutoRepaintRate | 设置自动重新绘制率 |
Optimal

GetWidget
local widget = my_widget3d:GetWidget()
Returns
| Type | Description |
|---|---|
| Widget | widget |
Moderate

Repaint
强制重新绘制
my_widget3d:Repaint()
Optimal

SetAutoRepaintRate
设置自动重新绘制率
my_widget3d:SetAutoRepaintRate(rate)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | rate | Required parameter | No description provided |
🚀 事件
Inherited Entity Events
Widget3D inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/entity
Base Entityscripting-reference/classes/base-classes/entity
| Name | Description | |
|---|---|---|
ClassRegister | 当使用 继承系统 注册一个新类时触发 | |
Destroy | 当实体被销毁时触发 | |
Spawn | 当实体被生成/创建时触发 | |
ValueChange | 当实体通过 :SetValue() 改变了值时触发 |
Inherited Actor Events
Widget3D inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/actor
Base Actorscripting-reference/classes/base-classes/actor
| Name | Description | |
|---|---|---|
DimensionChange | 当 Actor 改变其维度时触发 | |
EnterWater | Triggered when an Actor enters a water body | |
LeaveWater | Triggered when an Actor leaves a water body | |
NetworkAuthorityChange | Triggered when an Actor changes its network authority Player | |
NetworkAuthorityChange | Triggered when the local Player gets/loses network authority over this actor |
This class doesn't have own events.

