LayoutDescription
LayoutDescription
#Overview
name: LayoutDescription
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/Layouts/DefaultLayout.ini:5, section: [EditorLayouts]
- INI Section:
EditorLayouts
- Raw value:
NSLOCTEXT("LayoutNamespace", "Default_layout_that_the_Unreal_Editor_automatically_generates", "Default layout that the Unreal Editor automatically generates")
- Is Array:
False
Location: <Workspace>/Engine/Config/Layouts/UE4ClassicLayout.ini:3, section: [EditorLayouts]
- INI Section:
EditorLayouts
- Raw value:
NSLOCTEXT("LayoutNamespace", "The_default_UE4_layout", "The default UE4 layout")
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Editor/MainFrame/Private/Menus/LayoutsMenu.cpp:369
Scope (from outer to inner):
file
function void FPrivateLayoutsMenu::DisplayLayoutsInternal
Source code excerpt:
// Read and display localization name from INI file
const FText LayoutName = FLayoutSaveRestore::LoadSectionFromConfig(LayoutFilePath, "LayoutName");
const FText LayoutDescription = FLayoutSaveRestore::LoadSectionFromConfig(LayoutFilePath, "LayoutDescription");
// If no localization name, then display the file name
const FText DisplayName = (!LayoutName.IsEmpty() ? LayoutName : GetDisplayTextInternal(InLayoutIniFileNames[LayoutIndex]));
const FText Tooltip = GetTooltipTextInternal(DisplayName, LayoutFilePath, LayoutDescription);
// Create UI action here that calls the necessary code in FLayoutsMenuLoad, Save, or Remove
FUIAction UIAction;
if (InLayoutsMenu == ELayoutsMenu::Load)
{
UIAction = FUIAction(FExecuteAction::CreateStatic(&FLayoutsMenuLoad::LoadLayout, LayoutIndex, InLayoutsType));
#Loc: <Workspace>/Engine/Source/Runtime/Slate/Public/Framework/Docking/LayoutService.h:39
Scope: file
Source code excerpt:
/**
* Write the desired FText value into the desired section of a named config file.
* This function should only be used to save localization names (e.g., LayoutName, LayoutDescription).
* For saving the FTabManager::FLayout, check SaveToConfig.
*
* @param InConfigFileName file to be saved to.
* @param InSectionName the section name where to save the value.
* @param InSectionValue the value to save.
*/
static SLATE_API void SaveSectionToConfig(const FString& InConfigFileName, const FString& InSectionName, const FText& InSectionValue);
/**
* Read the desired FText value from the desired section of a named config file.
* This function should only be used to load localization names (e.g., LayoutName, LayoutDescription).
* For loading the FTabManager::FLayout, check SaveToConfig.
*
* @param InConfigFileName file to be used to load an existing layout.
* @param InSectionName the name of the section to be read.
*
* @return Loaded FText associated for that section.
*/
static SLATE_API FText LoadSectionFromConfig(const FString& InConfigFileName, const FString& InSectionName);
/**
* Migrates the layout configuration from one config file to another.
*
* @param OldConfigFileName The name of the old configuration file.
* @param NewConfigFileName The name of the new configuration file.
*/