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UnrealEngineUWP/Engine/Source/Editor/DataLayerEditor/Private/DataLayer/DataLayerInstanceCustomization.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "DataLayerInstanceCustomization.h"
#include "DetailLayoutBuilder.h"
#define LOCTEXT_NAMESPACE "FDataLayerInstanceDetails"
TSharedRef<IDetailCustomization> FDataLayerInstanceDetails::MakeInstance()
{
return MakeShareable(new FDataLayerInstanceDetails);
}
void FDataLayerInstanceDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
DetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
bool bHasRuntime = false;
for (const TWeakObjectPtr<UObject>& SelectedObject : ObjectsBeingCustomized)
{
UDataLayerInstance* DataLayerInstance = Cast<UDataLayerInstance>(SelectedObject.Get());
if (DataLayerInstance && DataLayerInstance->IsRuntime())
{
bHasRuntime = true;
break;
}
}
if (!bHasRuntime)
{
DetailBuilder.HideProperty(GET_MEMBER_NAME_CHECKED(UDataLayerInstance, InitialRuntimeState));
}
}
#undef LOCTEXT_NAMESPACE