Files
UnrealEngineUWP/Engine/Source/Editor/DataLayerEditor/Private/DataLayer/DataLayerInstanceCustomization.cpp
jeanfrancois dube f6efc708f9 World Partition: added support for client and server only data layers activation.
- This can be used for data layers adding details on high end platforms.
- This can be used in content bundles with server-only data layers.

This is CL26804958 brought back with fixes.

#jira UE-176165, FORT-542185
#rb sebastien.lussier

[CL 27029196 by jeanfrancois dube in ue5-main branch]
2023-08-11 11:14:31 -04:00

43 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DataLayerInstanceCustomization.h"
#include "Containers/Array.h"
#include "DetailLayoutBuilder.h"
#include "Misc/AssertionMacros.h"
#include "Templates/Casts.h"
#include "UObject/Object.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "WorldPartition/DataLayer/DataLayerInstance.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() && !DataLayerInstance->IsClientOnly() && !DataLayerInstance->IsServerOnly())
{
bHasRuntime = true;
break;
}
}
if (!bHasRuntime)
{
DetailBuilder.HideProperty(GET_MEMBER_NAME_CHECKED(UDataLayerInstance, InitialRuntimeState));
}
}
#undef LOCTEXT_NAMESPACE