Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEditor/Private/MetasoundDetailCustomization.cpp
Rob Gay ab72512ab2 Implement Translation Layer between Metasound Document Model & EdGraph Part 1
- Build EdGraphNodes from registry
- Display Metasound Metadata in custom details panel
- Fix namespacing
- Add input/output nodes scaffolding to MetasoundEditorGraph
#jira UEAU-527
#rb ethan.geller

[CL 13926036 by Rob Gay in ue5-main branch]
2020-07-22 14:52:03 -04:00

29 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundDetailCustomization.h"
#include "CoreMinimal.h"
#include "DetailCategoryBuilder.h"
#include "DetailLayoutBuilder.h"
#include "Metasound.h"
#include "PropertyEditorDelegates.h"
#include "PropertyHandle.h"
#include "Templates/Casts.h"
#include "Templates/SharedPointer.h"
void FMetasoundDetailCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailLayout)
{
IDetailCategoryBuilder& Category = DetailLayout.EditCategory("General");
TSharedPtr<IPropertyHandle> AuthorHandle = DetailLayout.GetProperty("RootMetasoundDocument.RootClass.Metadata.AuthorName");
TSharedPtr<IPropertyHandle> DescHandle = DetailLayout.GetProperty("RootMetasoundDocument.RootClass.Metadata.MetasoundDescription");
TSharedPtr<IPropertyHandle> NodeTypeHandle = DetailLayout.GetProperty("RootMetasoundDocument.RootClass.Metadata.NodeType");
Category.AddProperty(NodeTypeHandle);
Category.AddProperty(AuthorHandle);
Category.AddProperty(DescHandle);
// Hack to hide parent structs for nested metadata properties
DetailLayout.HideCategory("Hidden");
}