// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "AnimationModifierDetailCustomization.h" #include "AnimationModifier.h" #include "DetailLayoutBuilder.h" #include "DetailWidgetRow.h" #include "DetailCategoryBuilder.h" #include "Widgets/Input/SButton.h" #include "Widgets/Text/STextBlock.h" #define LOCTEXT_NAMESPACE "FAnimationModifierDetailCustomization" void FAnimationModifierDetailCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) { ModifierInstance = nullptr; TArray> Objects; DetailBuilder.GetObjectsBeingCustomized(Objects); ensure(Objects.Num() == 1); // This is in here to ensure we are only showing the modifier details in the blueprint editor for (TWeakObjectPtr Object : Objects) { if (Object->IsA()) { ModifierInstance = Cast(Object.Get()); } } // If we have found a valid modifier instance add a revision bump button to the details panel if (ModifierInstance) { IDetailCategoryBuilder& RevisionCategory = DetailBuilder.EditCategory("Revision"); FDetailWidgetRow& UpdateRevisionRow = RevisionCategory.AddCustomRow(LOCTEXT("UpdateRevisionSearchLabel", "Update Revision")) .WholeRowWidget [ SAssignNew(UpdateRevisionButton, SButton) .OnClicked(this, &FAnimationModifierDetailCustomization::OnUpdateRevisionButtonClicked) .ContentPadding(FMargin(2)) .Content() [ SNew(STextBlock) .Justification(ETextJustify::Center) .Text(LOCTEXT("UpdateRevisionText", "Update Revision")) ] ]; } } FReply FAnimationModifierDetailCustomization::OnUpdateRevisionButtonClicked() { if (ModifierInstance) { ModifierInstance->UpdateRevisionGuid(ModifierInstance->GetClass()); } return FReply::Handled(); } #undef LOCTEXT_NAMESPACE //"FAnimationModifierDetailCustomization"