Files
UnrealEngineUWP/Engine/Source/Editor/DataLayerEditor/Private/DataLayer/DataLayerInstanceCustomization.cpp
bryan sefcik 8cc129f2b6 IWYU Pass 1 - Engine/Source/Editor/...
#jira
#preflight 6306736ac85b7fef22be7751

[CL 21558583 by bryan sefcik in ue5-main branch]
2022-08-24 22:45:13 -04:00

43 lines
1.2 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())
{
bHasRuntime = true;
break;
}
}
if (!bHasRuntime)
{
DetailBuilder.HideProperty(GET_MEMBER_NAME_CHECKED(UDataLayerInstance, InitialRuntimeState));
}
}
#undef LOCTEXT_NAMESPACE