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- 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]
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "DataLayerInstanceCustomization.h"
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#include "Containers/Array.h"
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#include "DetailLayoutBuilder.h"
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#include "Misc/AssertionMacros.h"
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#include "Templates/Casts.h"
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#include "UObject/Object.h"
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#include "UObject/WeakObjectPtr.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "WorldPartition/DataLayer/DataLayerInstance.h"
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#define LOCTEXT_NAMESPACE "FDataLayerInstanceDetails"
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TSharedRef<IDetailCustomization> FDataLayerInstanceDetails::MakeInstance()
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{
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return MakeShareable(new FDataLayerInstanceDetails);
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}
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void FDataLayerInstanceDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
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{
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TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
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DetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
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bool bHasRuntime = false;
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for (const TWeakObjectPtr<UObject>& SelectedObject : ObjectsBeingCustomized)
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{
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UDataLayerInstance* DataLayerInstance = Cast<UDataLayerInstance>(SelectedObject.Get());
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if (DataLayerInstance && DataLayerInstance->IsRuntime() && !DataLayerInstance->IsClientOnly() && !DataLayerInstance->IsServerOnly())
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{
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bHasRuntime = true;
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break;
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}
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}
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if (!bHasRuntime)
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{
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DetailBuilder.HideProperty(GET_MEMBER_NAME_CHECKED(UDataLayerInstance, InitialRuntimeState));
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}
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}
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#undef LOCTEXT_NAMESPACE
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