Files
UnrealEngineUWP/Engine/Source/Editor/GameplayDebugger/Public/GameplayDebuggerExtensionConfigCustomization.h
guillaume guay b59eecf4c5 - Moved GameplayDebugger from Developer/ into Runtime/ and Editor source folder to be able to use it in shipping build.
- Moved the code originally in a Editor/ folder into its own GameplayDebuggerEditor module and added it so it get dynamically loaded in the editor
- Added some delegates so GameplayDebugger code can communicate to GameplayDebuggerEditor without referencing it. As only GameplayDebuggerEditor should reference GameplayDebugger, not the opposite.

#preflight https://horde.devtools.epicgames.com/job/637808462a05dabce95c5b9e
[REVIEW] https://p4-swarm.epicgames.net/reviews/23207203
[FYI] guillaume.morreel, andrew.ladenberger

[CL 23258875 by guillaume guay in ue5-main branch]
2022-11-24 09:49:23 -05:00

31 lines
1007 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "IPropertyTypeCustomization.h"
class IPropertyHandle;
class FGameplayDebuggerExtensionConfigCustomization : public IPropertyTypeCustomization
{
public:
static TSharedRef<IPropertyTypeCustomization> MakeInstance()
{
return MakeShareable(new FGameplayDebuggerExtensionConfigCustomization);
}
virtual void CustomizeHeader(TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
virtual void CustomizeChildren(TSharedRef<class IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
protected:
TSharedPtr<IPropertyHandle> ExtensionNameProp;
TSharedPtr<IPropertyHandle> UseExtensionProp;
FText CachedHeader;
FText GetHeaderDesc() const { return CachedHeader; }
void OnChildValueChanged();
};