bF11TogglesFullscreen
bF11TogglesFullscreen
#Overview
name: bF11TogglesFullscreen
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:13, section: [/Script/Engine.InputSettings]
- INI Section:
/Script/Engine.InputSettings
- Raw value:
true
- Is Array:
False
#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:39
Scope (from outer to inner):
file
class class UInputSettings : public UObject
Source code excerpt:
UPROPERTY(config, EditAnywhere, Category = "Bindings", AdvancedDisplay)
uint8 bF11TogglesFullscreen : 1;
// Allow mouse to be used for touch
UPROPERTY(config, EditAnywhere, Category="MouseProperties", AdvancedDisplay)
uint8 bUseMouseForTouch:1;
// Mouse smoothing control
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/GameViewportClient.cpp:600
Scope (from outer to inner):
file
function bool UGameViewportClient::TryToggleFullscreenOnInputKey
Source code excerpt:
{
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;
}
return false;