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