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#jira UE-114826 #rb na Changing Control Rig plugin directory from Engine/Plugins/Experimental/ControlRig to Engine/Plugins/Animation/ControlRig [CL 16658308 by Helge Mathee in ue5-main branch]
46 lines
1.5 KiB
C++
46 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "IDetailCustomization.h"
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#include "Styling/SlateTypes.h"
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#include "UObject/WeakFieldPtr.h"
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class IDetailLayoutBuilder;
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class IBlueprintEditor;
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class UBlueprint;
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class FControlRigVariableDetailsCustomization : public IDetailCustomization
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{
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public:
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/** Makes a new instance of this detail layout class for a specific detail view requesting it */
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static TSharedPtr<IDetailCustomization> MakeInstance(TSharedPtr<IBlueprintEditor> InBlueprintEditor);
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FControlRigVariableDetailsCustomization(TSharedPtr<IBlueprintEditor> InBlueprintEditor, UBlueprint* Blueprint)
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: BlueprintEditorPtr(InBlueprintEditor)
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, BlueprintPtr(Blueprint)
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{}
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// IDetailCustomization interface
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailLayout) override;
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private:
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bool IsAnimationFlagEnabled(TWeakFieldPtr<FProperty> PropertyBeingCustomized) const;
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ECheckBoxState IsAnimationOutputChecked(TWeakFieldPtr<FProperty> PropertyBeingCustomized) const;
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void HandleAnimationOutputCheckStateChanged(ECheckBoxState CheckBoxState, TWeakFieldPtr<FProperty> PropertyBeingCustomized);
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ECheckBoxState IsAnimationInputChecked(TWeakFieldPtr<FProperty> PropertyBeingCustomized) const;
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void HandleAnimationInputCheckStateChanged(ECheckBoxState CheckBoxState, TWeakFieldPtr<FProperty> PropertyBeingCustomized);
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private:
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/** The Blueprint editor we are embedded in */
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TWeakPtr<IBlueprintEditor> BlueprintEditorPtr;
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/** The blueprint we are editing */
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TWeakObjectPtr<UBlueprint> BlueprintPtr;
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};
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