Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/ActorComponentDetails.cpp
Ben Marsh 64bd07b896 [INTEGRATE] Change 2422346 by Marc.Audy@Marc.Audy_Z2487 on 2015/01/28 11:47:29
Allow placement of a ReceiveTick event in Blueprinted ActorComponents
	bActive no longer required to keep ticking in components
	bAutoActivate no longer default in newly created C++ component classes

[CL 2425846 by Ben Marsh in Main branch]
2015-01-30 10:55:00 -05:00

27 lines
1.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "DetailCustomizationsPrivatePCH.h"
#include "ActorComponentDetails.h"
TSharedRef<IDetailCustomization> FActorComponentDetails::MakeInstance()
{
return MakeShareable( new FActorComponentDetails );
}
void FActorComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
{
TSharedPtr<IPropertyHandle> PrimaryTickProperty = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UActorComponent, PrimaryComponentTick));
// Defaults only show tick properties
if (DetailBuilder.GetDetailsView().HasClassDefaultObject())
{
IDetailCategoryBuilder& TickCategory = DetailBuilder.EditCategory("Tick");
TickCategory.AddProperty(PrimaryTickProperty->GetChildHandle(GET_MEMBER_NAME_CHECKED(FTickFunction, bStartWithTickEnabled)));
TickCategory.AddProperty(PrimaryTickProperty->GetChildHandle(GET_MEMBER_NAME_CHECKED(FTickFunction, bTickEvenWhenPaused)), EPropertyLocation::Advanced);
TickCategory.AddProperty(PrimaryTickProperty->GetChildHandle(GET_MEMBER_NAME_CHECKED(FTickFunction, bAllowTickOnDedicatedServer)), EPropertyLocation::Advanced);
}
PrimaryTickProperty->MarkHiddenByCustomization();
}