Blueprint Function Library を継承したクラスを作成し関数を追加します。
UCLASS() class GAME01_API UGlobalBPFunctionLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFUNCTION(BlueprintCallable, Category = "GlobalBPFunctionLibrary") static void SetupGameWindow(); };
void UGlobalBPFunctionLibrary::SetupGameWindow() { if (GIsEditor) { return; } HWND hWnd = NULL; TSharedPtr<SWindow> MainWindow = GEngine->GameViewport->GetWindow(); if (MainWindow.IsValid()) { if (MainWindow->GetNativeWindow().IsValid()) { hWnd = static_cast<HWND>(MainWindow->GetNativeWindow()->GetOSWindowHandle()); } } if (hWnd) { LONG Style = ::GetWindowLong(hWnd, GWL_STYLE); Style &= ~(WS_THICKFRAME | WS_MAXIMIZEBOX); ::SetWindowLong(hWnd, GWL_STYLE, Style); ::ShowWindow(hWnd, SW_SHOW); } }