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;
}