Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/SoftObjectPathCustomization.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

36 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SoftObjectPathCustomization.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Engine/GameViewportClient.h"
#include "AssetData.h"
#include "PropertyHandle.h"
#include "PropertyCustomizationHelpers.h"
void FSoftObjectPathCustomization::CustomizeHeader( TSharedRef<IPropertyHandle> InStructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils )
{
StructPropertyHandle = InStructPropertyHandle;
HeaderRow
.NameContent()
[
InStructPropertyHandle->CreatePropertyNameWidget()
]
.ValueContent()
.MinDesiredWidth(250.0f)
.MaxDesiredWidth(0.0f)
[
// Add an object entry box. Even though this isn't an object entry, we will simulate one
SNew( SObjectPropertyEntryBox )
.PropertyHandle( InStructPropertyHandle )
.ThumbnailPool( StructCustomizationUtils.GetThumbnailPool() )
];
// This avoids making duplicate reset boxes
StructPropertyHandle->MarkResetToDefaultCustomized();
}
void FSoftObjectPathCustomization::CustomizeChildren(TSharedRef<IPropertyHandle> InStructPropertyHandle, IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils)
{
}