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Use a single size instead of width and height for RVT Width and height are then inferred from RVT volume aspect ratio Integrated from //UE4/Dev-Rendering #rb none #rnx [CL 7049422 by Jeremy Moore in 4.23 branch]
249 lines
8.7 KiB
C++
249 lines
8.7 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "RuntimeVirtualTextureDetailsCustomization.h"
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#include "Components/RuntimeVirtualTextureComponent.h"
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#include "DetailCategoryBuilder.h"
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#include "DetailLayoutBuilder.h"
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#include "DetailWidgetRow.h"
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#include "SResetToDefaultMenu.h"
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#include "VT/RuntimeVirtualTexture.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/Layout/SBox.h"
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#include "Widgets/Layout/SWrapBox.h"
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#define LOCTEXT_NAMESPACE "VirtualTexturingEditorModule"
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FRuntimeVirtualTextureDetailsCustomization::FRuntimeVirtualTextureDetailsCustomization()
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: VirtualTexture(nullptr)
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{
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}
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TSharedRef<IDetailCustomization> FRuntimeVirtualTextureDetailsCustomization::MakeInstance()
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{
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return MakeShareable(new FRuntimeVirtualTextureDetailsCustomization);
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}
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namespace
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{
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// Helper for adding text containing real values to the properties that are edited as power (or multiple) of 2
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void AddTextToProperty(IDetailLayoutBuilder& DetailBuilder, IDetailCategoryBuilder& CategoryBuilder, FName const& PropertyName, TSharedPtr<STextBlock>& TextBlock)
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{
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TSharedPtr<IPropertyHandle> PropertyHandle = DetailBuilder.GetProperty(PropertyName);
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DetailBuilder.HideProperty(PropertyHandle);
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TSharedPtr<SResetToDefaultMenu> ResetToDefaultMenu;
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CategoryBuilder.AddCustomRow(PropertyHandle->GetPropertyDisplayName())
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.NameContent()
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[
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PropertyHandle->CreatePropertyNameWidget()
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]
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.ValueContent()
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.MinDesiredWidth(200.f)
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[
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SNew(SHorizontalBox)
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+ SHorizontalBox::Slot()
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.Padding(4.0f)
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[
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SNew(SWrapBox)
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.UseAllottedWidth(true)
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+ SWrapBox::Slot()
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.Padding(FMargin(0.0f, 2.0f, 2.0f, 0.0f))
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[
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SAssignNew(TextBlock, STextBlock)
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]
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]
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+ SHorizontalBox::Slot()
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[
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PropertyHandle->CreatePropertyValueWidget()
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]
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+ SHorizontalBox::Slot()
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.AutoWidth()
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.Padding(4.0f)
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[
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// Would be better to use SResetToDefaultPropertyEditor here but that is private in the PropertyEditor lib
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SAssignNew(ResetToDefaultMenu, SResetToDefaultMenu)
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]
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];
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ResetToDefaultMenu->AddProperty(PropertyHandle.ToSharedRef());
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}
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}
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void FRuntimeVirtualTextureDetailsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
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{
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// Get and store the linked URuntimeVirtualTexture
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TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
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DetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
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if (ObjectsBeingCustomized.Num() > 1)
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{
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return;
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}
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VirtualTexture = Cast<URuntimeVirtualTexture>(ObjectsBeingCustomized[0].Get());
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if (VirtualTexture == nullptr)
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{
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return;
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}
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// Add size helpers
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IDetailCategoryBuilder& SizeCategory = DetailBuilder.EditCategory("Size", FText::GetEmpty());
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AddTextToProperty(DetailBuilder, SizeCategory, "Size", SizeText);
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AddTextToProperty(DetailBuilder, SizeCategory, "TileSize", TileSizeText);
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AddTextToProperty(DetailBuilder, SizeCategory, "TileBorderSize", TileBorderSizeText);
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AddTextToProperty(DetailBuilder, SizeCategory, "RemoveLowMips", RemoveLowMipsText);
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// Add details block
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IDetailCategoryBuilder& DetailsCategory = DetailBuilder.EditCategory("Details", FText::GetEmpty(), ECategoryPriority::Important);
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static const FText RowText = LOCTEXT("Category_Details", "Details");
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DetailsCategory.AddCustomRow(RowText)
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.WholeRowContent()
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[
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SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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.AutoHeight()
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.VAlign(VAlign_Center)
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.Padding(4.0f)
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[
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SAssignNew(PageTableTextureMemoryText, STextBlock)
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]
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+ SVerticalBox::Slot()
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.AutoHeight()
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.VAlign(VAlign_Center)
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.Padding(4.0f)
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[
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SAssignNew(PhysicalTextureMemoryText, STextBlock)
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]
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];
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// Add refresh callback for all properties
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DetailBuilder.GetProperty(FName(TEXT("Size")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
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DetailBuilder.GetProperty(FName(TEXT("TileSize")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
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DetailBuilder.GetProperty(FName(TEXT("TileBorderSize")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
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DetailBuilder.GetProperty(FName(TEXT("MaterialType")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
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DetailBuilder.GetProperty(FName(TEXT("bCompressTextures")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
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DetailBuilder.GetProperty(FName(TEXT("RemoveLowMips")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
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// Initialize text blocks
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RefreshDetails();
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}
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void FRuntimeVirtualTextureDetailsCustomization::RefreshDetails()
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{
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FNumberFormattingOptions SizeOptions;
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SizeOptions.UseGrouping = false;
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SizeOptions.MaximumFractionalDigits = 0;
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SizeText->SetText(FText::Format(LOCTEXT("Details_Number", "{0}"), FText::AsNumber(VirtualTexture->GetSize(), &SizeOptions)));
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TileSizeText->SetText(FText::Format(LOCTEXT("Details_Number", "{0}"), FText::AsNumber(VirtualTexture->GetTileSize(), &SizeOptions)));
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TileBorderSizeText->SetText(FText::Format(LOCTEXT("Details_Number", "{0}"), FText::AsNumber(VirtualTexture->GetTileBorderSize(), &SizeOptions)));
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RemoveLowMipsText->SetText(FText::Format(LOCTEXT("Details_Number", "{0}"), FText::AsNumber(VirtualTexture->GetRemoveLowMips(), &SizeOptions)));
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PageTableTextureMemoryText->SetText(FText::Format(LOCTEXT("Details_PageTableMemory", "Page Table Texture Memory (estimated): {0} KiB"), FText::AsNumber(VirtualTexture->GetEstimatedPageTableTextureMemoryKb(), &SizeOptions)));
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PhysicalTextureMemoryText->SetText(FText::Format(LOCTEXT("Details_PhysicalMemory", "Physical Texture Memory (estimated): {0} KiB"), FText::AsNumber(VirtualTexture->GetEstimatedPhysicalTextureMemoryKb(), &SizeOptions)));
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}
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FRuntimeVirtualTextureComponentDetailsCustomization::FRuntimeVirtualTextureComponentDetailsCustomization()
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{
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}
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TSharedRef<IDetailCustomization> FRuntimeVirtualTextureComponentDetailsCustomization::MakeInstance()
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{
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return MakeShareable(new FRuntimeVirtualTextureComponentDetailsCustomization);
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}
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void FRuntimeVirtualTextureComponentDetailsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
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{
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// Get and store the linked ARuntimeRuntimeVirtualTextureComponent
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TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
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DetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
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if (ObjectsBeingCustomized.Num() > 1)
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{
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return;
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}
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RuntimeVirtualTextureComponent = Cast<URuntimeVirtualTextureComponent>(ObjectsBeingCustomized[0].Get());
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if (RuntimeVirtualTextureComponent == nullptr)
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{
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return;
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}
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// Use SourceActor property to add buttons
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TSharedPtr<IPropertyHandle> SourceActorValue = DetailBuilder.GetProperty("BoundsSourceActor");
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DetailBuilder.HideProperty(SourceActorValue);
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IDetailCategoryBuilder& BoundsCategory = DetailBuilder.EditCategory("TransformFromBounds", FText::GetEmpty(), ECategoryPriority::Important);
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BoundsCategory.AddCustomRow(SourceActorValue->GetPropertyDisplayName())
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.NameContent()
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[
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SourceActorValue->CreatePropertyNameWidget()
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]
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.ValueContent()
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.MaxDesiredWidth(TOptional<float>())
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[
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SNew(SHorizontalBox)
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+ SHorizontalBox::Slot()
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.FillWidth(5.0f)
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[
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SourceActorValue->CreatePropertyValueWidget()
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]
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+ SHorizontalBox::Slot()
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.FillWidth(1.0f)
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[
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SNew(SWrapBox)
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.UseAllottedWidth(true)
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+ SWrapBox::Slot()
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.Padding(FMargin(0.0f, 2.0f, 2.0f, 0.0f))
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[
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SNew(SBox)
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[
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SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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[
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SNew(SButton)
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Center)
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.Text(LOCTEXT("Button_CopyRotation", "Copy Rotation"))
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.ToolTipText(LOCTEXT("Button_CopyRotation_Tooltip", "Set the virtual texture rotation to match the source actor"))
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.OnClicked(this, &FRuntimeVirtualTextureComponentDetailsCustomization::SetRotation)
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]
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+ SVerticalBox::Slot()
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[
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SNew(SButton)
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Center)
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.Text(LOCTEXT("Button_CopyBounds", "Copy Bounds"))
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.ToolTipText(LOCTEXT("Button_CopyBounds_Tooltip", "Set the virtual texture transform so that it includes the full bounds of the source actor"))
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.OnClicked(this, &FRuntimeVirtualTextureComponentDetailsCustomization::SetTransformToBounds)
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]
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]
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]
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]
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];
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}
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FReply FRuntimeVirtualTextureComponentDetailsCustomization::SetRotation()
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{
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RuntimeVirtualTextureComponent->SetRotation();
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return FReply::Handled();
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}
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FReply FRuntimeVirtualTextureComponentDetailsCustomization::SetTransformToBounds()
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{
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RuntimeVirtualTextureComponent->SetTransformToBounds();
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return FReply::Handled();
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}
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#undef LOCTEXT_NAMESPACE
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