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36 lines
1.2 KiB
C++
36 lines
1.2 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "SoftObjectPathCustomization.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Engine/GameViewportClient.h"
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#include "AssetData.h"
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#include "PropertyHandle.h"
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#include "PropertyCustomizationHelpers.h"
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void FSoftObjectPathCustomization::CustomizeHeader( TSharedRef<IPropertyHandle> InStructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils )
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{
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StructPropertyHandle = InStructPropertyHandle;
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HeaderRow
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.NameContent()
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[
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InStructPropertyHandle->CreatePropertyNameWidget()
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]
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.ValueContent()
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.MinDesiredWidth(250.0f)
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.MaxDesiredWidth(0.0f)
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[
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// Add an object entry box. Even though this isn't an object entry, we will simulate one
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SNew( SObjectPropertyEntryBox )
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.PropertyHandle( InStructPropertyHandle )
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.ThumbnailPool( StructCustomizationUtils.GetThumbnailPool() )
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];
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// This avoids making duplicate reset boxes
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StructPropertyHandle->MarkResetToDefaultCustomized();
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}
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void FSoftObjectPathCustomization::CustomizeChildren(TSharedRef<IPropertyHandle> InStructPropertyHandle, IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils)
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{
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}
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