bAltEnterTogglesFullscreen

bAltEnterTogglesFullscreen

#Overview

name: bAltEnterTogglesFullscreen

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseInput.ini:12, section: [/Script/Engine.InputSettings]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/GameFramework/InputSettings.h:36

Scope (from outer to inner):

file
class        class UInputSettings : public UObject

Source code excerpt:


	UPROPERTY(config, EditAnywhere, Category="Bindings", AdvancedDisplay)
	uint8 bAltEnterTogglesFullscreen:1;

	UPROPERTY(config, EditAnywhere, Category = "Bindings", AdvancedDisplay)
	uint8 bF11TogglesFullscreen : 1;

	// Allow mouse to be used for touch
	UPROPERTY(config, EditAnywhere, Category="MouseProperties", AdvancedDisplay)

#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/GameViewportClient.cpp:599

Scope (from outer to inner):

file
function     bool UGameViewportClient::TryToggleFullscreenOnInputKey

Source code excerpt:

bool UGameViewportClient::TryToggleFullscreenOnInputKey(FKey Key, EInputEvent EventType)
{
	if ((Key == EKeys::Enter && EventType == EInputEvent::IE_Pressed && FSlateApplication::Get().GetModifierKeys().IsAltDown() && GetDefault<UInputSettings>()->bAltEnterTogglesFullscreen)
		|| (IsRunningGame() && Key == EKeys::F11 && EventType == EInputEvent::IE_Pressed && GetDefault<UInputSettings>()->bF11TogglesFullscreen && !FSlateApplication::Get().GetModifierKeys().AreModifersDown(EModifierKey::Control | EModifierKey::Alt)))
	{
		HandleToggleFullscreenCommand();
		return true;
	}