// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "DetailCustomizationsPrivatePCH.h" #include "AnimStateNodeDetails.h" #define LOCTEXT_NAMESPACE "FAnimStateNodeDetails" ///////////////////////////////////////////////////////////////////////// TSharedRef FAnimStateNodeDetails::MakeInstance() { return MakeShareable( new FAnimStateNodeDetails ); } void FAnimStateNodeDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) { IDetailCategoryBuilder& SegmentCategory = DetailBuilder.EditCategory("Animation State", TEXT("Animation State") ); { SegmentCategory.AddCustomRow( TEXT("Entered State Event") ) [ SNew( STextBlock ) .Text( LOCTEXT("EnteredAnimationStateEventLabel", "Entered State Event") ) .Font( IDetailLayoutBuilder::GetDetailFontBold() ) ]; CreateTransitionEventPropertyWidgets(SegmentCategory, TEXT("StateEntered")); } { SegmentCategory.AddCustomRow( TEXT("Left State Event") ) [ SNew( STextBlock ) .Text( LOCTEXT("ExitedAnimationStateEventLabel", "Left State Event") ) .Font( IDetailLayoutBuilder::GetDetailFontBold() ) ]; CreateTransitionEventPropertyWidgets(SegmentCategory, TEXT("StateLeft")); } { SegmentCategory.AddCustomRow( TEXT("Fully Blended State Event") ) [ SNew( STextBlock ) .Text( LOCTEXT("FullyBlendedAnimationStateEventLabel", "Fully Blended State Event") ) .Font( IDetailLayoutBuilder::GetDetailFontBold() ) ]; CreateTransitionEventPropertyWidgets(SegmentCategory, TEXT("StateFullyBlended")); } DetailBuilder.HideProperty("StateEntered"); DetailBuilder.HideProperty("StateLeft"); DetailBuilder.HideProperty("StateFullyBlended"); } #undef LOCTEXT_NAMESPACE