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