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