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25 lines
981 B
C++
25 lines
981 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "DetailCustomizationsPrivatePCH.h"
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#include "MeshComponentDetails.h"
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#include "AssetSelection.h"
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TSharedRef<IDetailCustomization> FMeshComponentDetails::MakeInstance()
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{
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return MakeShareable( new FMeshComponentDetails );
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}
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void FMeshComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailLayout )
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{
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RenderingCategory = &DetailLayout.EditCategory("Rendering");
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TSharedRef<IPropertyHandle> MaterialProperty = DetailLayout.GetProperty( GET_MEMBER_NAME_CHECKED(UMeshComponent, OverrideMaterials) );
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if( MaterialProperty->IsValidHandle() )
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{
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// Only show this in the advanced section of the category if we have selected actors (which will show a separate material section)
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bool bIsAdvanced = DetailLayout.GetDetailsView().GetSelectedActorInfo().NumSelected > 0;
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RenderingCategory->AddProperty( MaterialProperty, bIsAdvanced ? EPropertyLocation::Advanced : EPropertyLocation::Default );
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}
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} |