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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/FLevelEditorViewportClient
When locked to an actor this view will be positioned in the same location and rotation as the actor. If the actor has a camera component the view will also inherit camera settings such as aspect ratio, FOV, post processing settings, and the like.
This structure allows us to keep track of two actor locks: a normal actor lock, and a lock specifically for cinematic tools like Sequencer. A viewport locked to an actor by cinematics will always take precedent over any other.
| Name | FActorLockStack |
| Type | struct |
| Header File | /Engine/Source/Editor/UnrealEd/Public/LevelEditorViewport.h |
| Include Path | #include "LevelEditorViewport.h" |
Syntax
struct FActorLockStack
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorLock | FLevelViewportActorLock | LevelEditorViewport.h | ||
| CinematicActorLock | FLevelViewportActorLock | LevelEditorViewport.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FLevelViewportActorLock & GetLock
(
bool bAllowActorLock |
Get the active lock info. Cinematics take precedence. | LevelEditorViewport.h | |
bool HasActorLocked
(
const AActor* InActor |
Returns whether the given actor is used as one of our locks. | LevelEditorViewport.h |