// Copyright Epic Games, Inc. All Rights Reserved. #include "SoundBaseDetails.h" #include "Sound/SoundBase.h" #include "Sound/AudioSettings.h" #include "PropertyHandle.h" #include "DetailLayoutBuilder.h" TSharedRef FSoundBaseDetails::MakeInstance() { return MakeShareable(new FSoundBaseDetails); } void FSoundBaseDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) { if (!GetDefault()->IsAudioMixerEnabled()) { TSharedRef Property = DetailBuilder.GetProperty("SoundSubmixObject", USoundBase::StaticClass()); Property->MarkHiddenByCustomization(); Property = DetailBuilder.GetProperty("SourceEffectChain", USoundBase::StaticClass()); Property->MarkHiddenByCustomization(); Property = DetailBuilder.GetProperty("OutputToBusOnly", USoundBase::StaticClass()); Property->MarkHiddenByCustomization(); Property = DetailBuilder.GetProperty("BusSends", USoundBase::StaticClass()); Property->MarkHiddenByCustomization(); Property = DetailBuilder.GetProperty("PreEffectBusSends", USoundBase::StaticClass()); Property->MarkHiddenByCustomization(); } }