FMaximizeViewportCommand

Maximize/immersive commands can be queued up at startup to be executed on the first tick.

Unreal Engine C++ API Reference > Editor > LevelEditor > FLevelViewportLayout

References

   
Module LevelEditor
Header /Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
Include #include "LevelViewportLayout.h"

Syntax

struct FMaximizeViewportCommand  

Remarks

Maximize/immersive commands can be queued up at startup to be executed on the first tick. This is necessary, because these commands can't be executed until the viewport has a parent window, which might not be there upon viewport initialization

Variables

Type Name Description
bool bAllowAnimation  
bool bImmersive  
bool bMaximize  
bool bToggle  
FName Viewport  

Constructors

Type Name Description
  FMaximizeViewportCommand ( FName InViewport, bool bInMaximize, bool bInImmersive, bool bInToggle, bool bInAllowAnimation )  

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