Savingloading layout to config

Saving/loading layout to config

void FMainFrameModule::CreateDefaultMainFrame( const bool bStartImmersive, const bool bStartPIE )::

TSharedRef<FTabManager::FLayout> LoadedLayout = FLayoutSaveRestore::LoadFromConfig(GEditorLayoutIni,

// We persist the positioning of the level editor and the content browser.

// The asset editors currently do not get saved.

FTabManager::NewLayout( “UnrealEd_Layout_v1.4” )

->AddArea

(

// level editor window

FTabManager::NewPrimaryArea()

->Split

(

FTabManager::NewStack()

->SetSizeCoefficient(2.0f)

->AddTab(“LevelEditor”, ETabState::OpenedTab)

->AddTab(“DockedToolkit”, ETabState::ClosedTab)

)

)

->AddArea

(

// content browser window

FTabManager::NewArea(WindowSize)

->Split

(

FTabManager::NewStack()

->SetSizeCoefficient(1.0f)

->AddTab(“ContentBrowser1Tab”, ETabState::ClosedTab)

)

)

->AddArea

(

// toolkits window

FTabManager::NewArea(WindowSize)

->SetOrientation(Orient_Vertical)

->Split

(

FTabManager::NewStack()

->SetSizeCoefficient(1.0f)

->AddTab(“StandaloneToolkit”, ETabState::ClosedTab)

)

->Split

(

FTabManager::NewStack()

->SetSizeCoefficient(0.35f)

->AddTab(“MergeTool”, ETabState::ClosedTab)

)

)

->AddArea

(

// settings window

FTabManager::NewArea(WindowSize)

->Split

(

FTabManager::NewStack()

->SetSizeCoefficient(1.0f)

->AddTab(“EditorSettings”, ETabState::ClosedTab)

->AddTab(“ProjectSettings”, ETabState::ClosedTab)

->AddTab(“PluginsEditor”, ETabState::ClosedTab)

)

)

);

MainFrameContent = FGlobalTabmanager::Get()->RestoreFrom( LoadedLayout, RootWindow, bEmbedTitleAreaContent );

bLevelEditorIsMainTab = true;

}


Last update: November 14, 2019