UE5 UE4 项目设置全局置顶

1.在Build.cs中引入"Slate","SlateCore","ApplicationCore"

2.代码内容      

  UTopWindowBFL.h

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "TopWindowBFL.generated.h"

/**
 * 
 */
UCLASS()
class TWPROJECT_API UTopWindowBFL : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

public:
	UFUNCTION(BlueprintCallable, Category = "Window")
	static void SetWindowOnTop(bool StayOnTop);
};

 UTopWindowBFL.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "TopWindowBFL.h"
#include "Engine/Engine.h"
#include "Engine/GameViewportClient.h"
#include "Slate/SceneViewport.h"
#include "Framework/Application/SlateApplication.h"
#include "Widgets/SWindow.h"
#include "Windows/WindowsHWrapper.h"
#include "Windows/AllowWindowsPlatformTypes.h"
#include <windows.h>
#include "Windows/HideWindowsPlatformTypes.h"

void UTopWindowBFL::SetWindowOnTop(bool StayOnTop)
{
	if (GEngine && GEngine->GameViewport)
	{
		TSharedPtr<SWindow> Window = GEngine->GameViewport->GetWindow();
		if (Window.IsValid())
		{
			TSharedPtr<FGenericWindow> NativeWindowPtr = Window->GetNativeWindow();
			if (NativeWindowPtr.IsValid())
			{
				HWND Handle = static_cast<HWND>(NativeWindowPtr->GetOSWindowHandle());
				if (Handle)
				{
					if (!::SetWindowPos(Handle, StayOnTop ? HWND_TOPMOST : HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE))
					{
						DWORD Error = GetLastError();
						UE_LOG(LogTemp, Error, TEXT("SetWindowPos failed with error code: %d"), Error);
					}
				}
				else
				{
					UE_LOG(LogTemp, Error, TEXT("Failed to get OS window handle."));
				}
			}
			else
			{
				UE_LOG(LogTemp, Error, TEXT("Failed to get native window pointer."));
			}
		}
		else
		{
			UE_LOG(LogTemp, Error, TEXT("Game viewport window is not valid."));
		}
	}
	else
	{
		UE_LOG(LogTemp, Error, TEXT("GEngine or GameViewport is null."));
	}
}

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