Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimBlueprintDetails.cpp
bryan sefcik 8cc129f2b6 IWYU Pass 1 - Engine/Source/Editor/...
#jira
#preflight 6306736ac85b7fef22be7751

[CL 21558583 by bryan sefcik in ue5-main branch]
2022-08-24 22:45:13 -04:00

31 lines
921 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimBlueprintDetails.h"
#include "Animation/AnimBlueprint.h"
#include "Containers/Array.h"
#include "DetailLayoutBuilder.h"
#include "Misc/AssertionMacros.h"
#include "PropertyHandle.h"
#include "Templates/Casts.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
class UObject;
#define LOCTEXT_NAMESPACE "AnimBlueprintDetails"
void FAnimBlueprintDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
TArray<TWeakObjectPtr<UObject>> Objects;
DetailBuilder.GetObjectsBeingCustomized(Objects);
UAnimBlueprint* Asset = CastChecked<UAnimBlueprint>(Objects[0].Get());
if(Asset->bIsTemplate)
{
TSharedRef<IPropertyHandle> TargetSkeletonHandle = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UAnimBlueprint, TargetSkeleton));
TargetSkeletonHandle->MarkHiddenByCustomization();
}
}
#undef LOCTEXT_NAMESPACE