Files
UnrealEngineUWP/Engine/Source/Editor/DataLayerEditor/Private/DataLayer/DataLayerInstanceCustomization.cpp
richard malo 295ea8f36c Added detail customization for DataLayerInstance to hide Runtime parameters when it's not a Runtime Data Layer.
#rb philippe.deseve
#preflight 62b38447044266c6677e73f6

#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 20792363 via CL 20798340 via CL 20800118
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20802223 by richard malo in ue5-main branch]
2022-06-23 17:08:58 -04:00

35 lines
982 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DataLayerInstanceCustomization.h"
#include "DetailLayoutBuilder.h"
#define LOCTEXT_NAMESPACE "FDataLayerInstanceDetails"
TSharedRef<IDetailCustomization> FDataLayerInstanceDetails::MakeInstance()
{
return MakeShareable(new FDataLayerInstanceDetails);
}
void FDataLayerInstanceDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
DetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
bool bHasRuntime = false;
for (const TWeakObjectPtr<UObject>& SelectedObject : ObjectsBeingCustomized)
{
UDataLayerInstance* DataLayerInstance = Cast<UDataLayerInstance>(SelectedObject.Get());
if (DataLayerInstance && DataLayerInstance->IsRuntime())
{
bHasRuntime = true;
break;
}
}
if (!bHasRuntime)
{
DetailBuilder.HideProperty(GET_MEMBER_NAME_CHECKED(UDataLayerInstance, InitialRuntimeState));
}
}
#undef LOCTEXT_NAMESPACE