ULimenDisplayMonitorSetting
Overview
ULimenDisplayMonitorSetting is a subclass of ULimenSelectionSetting designed to handle the selection and application of which monitor the game should be displayed on. It provides functionality to set defaults, apply settings, and check if editing is allowed.
Properties
Type | Name | Access | Description |
|---|---|---|---|
FString | DevelopmentName | Public | The development name for this setting. |
FText | Category | Public | The category under which this setting appears in the UI. |
FText | DisplayName | Public | The display name of the setting. |
FText | Description | Public | A description of what the setting does. |
Functions
Return Type | Signature | Description |
|---|---|---|
bool | CanEdit() const | Determines if this setting can be edited. Always returns |
void | ApplyCurrentSetting(bool bUserRequest) override | Applies the current selected monitor setting to the game window. If not in editor mode, it moves the game window to the position of the selected monitor's work area. |
void | SetDefaults() override | Sets the default selection to the primary monitor and populates the possible selections with all available monitors. |
Usage & Implementation Notes
This class does not have any specific threading constraints or replication requirements.
Memory lifetime management is handled by Unreal Engine's garbage collection system.
Initialization dependencies include access to
FSlateApplicationfor display metrics and window manipulation.