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API > API/Editor > API/Editor/LevelEditor > API/Editor/LevelEditor/FLevelViewportLayout
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
| Name | FMaximizeViewportCommand |
| Type | struct |
| Header File | /Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h |
| Include Path | #include "LevelViewportLayout.h" |
Syntax
struct FMaximizeViewportCommand
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMaximizeViewportCommand
(
FName InViewport, |
LevelViewportLayout.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowAnimation | bool | LevelViewportLayout.h | ||
| bImmersive | bool | LevelViewportLayout.h | ||
| bMaximize | bool | LevelViewportLayout.h | ||
| bToggle | bool | LevelViewportLayout.h | ||
| Viewport | FName | LevelViewportLayout.h |