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Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb #rnx [CL 14075271 by Marc Audy in ue5-main branch]
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@@ -4,6 +4,7 @@
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Engine/GameViewportClient.h"
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#include "AssetData.h"
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#include "EditorClassUtils.h"
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#include "PropertyHandle.h"
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#include "PropertyCustomizationHelpers.h"
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@@ -11,6 +12,11 @@ void FSoftObjectPathCustomization::CustomizeHeader( TSharedRef<IPropertyHandle>
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{
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StructPropertyHandle = InStructPropertyHandle;
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const FString& MetaClassName = InStructPropertyHandle->GetMetaData("MetaClass");
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UClass* MetaClass = !MetaClassName.IsEmpty()
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? FEditorClassUtils::GetClassFromString(MetaClassName)
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: UObject::StaticClass();
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HeaderRow
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.NameContent()
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[
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@@ -21,9 +27,10 @@ void FSoftObjectPathCustomization::CustomizeHeader( TSharedRef<IPropertyHandle>
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.MaxDesiredWidth(0.0f)
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[
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// Add an object entry box. Even though this isn't an object entry, we will simulate one
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SNew( SObjectPropertyEntryBox )
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.PropertyHandle( InStructPropertyHandle )
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.ThumbnailPool( StructCustomizationUtils.GetThumbnailPool() )
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SNew(SObjectPropertyEntryBox)
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.AllowedClass(MetaClass)
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.PropertyHandle(InStructPropertyHandle)
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.ThumbnailPool(StructCustomizationUtils.GetThumbnailPool())
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];
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// This avoids making duplicate reset boxes
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