Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166

#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
This commit is contained in:
Marc Audy
2020-08-11 01:36:57 -04:00
parent fa1f2339b5
commit a7c9001a94
5532 changed files with 991019 additions and 66660 deletions

View File

@@ -4,6 +4,7 @@
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Engine/GameViewportClient.h"
#include "AssetData.h"
#include "EditorClassUtils.h"
#include "PropertyHandle.h"
#include "PropertyCustomizationHelpers.h"
@@ -11,6 +12,11 @@ void FSoftObjectPathCustomization::CustomizeHeader( TSharedRef<IPropertyHandle>
{
StructPropertyHandle = InStructPropertyHandle;
const FString& MetaClassName = InStructPropertyHandle->GetMetaData("MetaClass");
UClass* MetaClass = !MetaClassName.IsEmpty()
? FEditorClassUtils::GetClassFromString(MetaClassName)
: UObject::StaticClass();
HeaderRow
.NameContent()
[
@@ -21,9 +27,10 @@ void FSoftObjectPathCustomization::CustomizeHeader( TSharedRef<IPropertyHandle>
.MaxDesiredWidth(0.0f)
[
// Add an object entry box. Even though this isn't an object entry, we will simulate one
SNew( SObjectPropertyEntryBox )
.PropertyHandle( InStructPropertyHandle )
.ThumbnailPool( StructCustomizationUtils.GetThumbnailPool() )
SNew(SObjectPropertyEntryBox)
.AllowedClass(MetaClass)
.PropertyHandle(InStructPropertyHandle)
.ThumbnailPool(StructCustomizationUtils.GetThumbnailPool())
];
// This avoids making duplicate reset boxes