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31 lines
1.2 KiB
C++
31 lines
1.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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/**
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* Customizes a string asset reference to look like a UObject property
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*/
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class FStringAssetReferenceCustomization : public IPropertyTypeCustomization
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{
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public:
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static TSharedRef<IPropertyTypeCustomization> MakeInstance()
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{
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return MakeShareable( new FStringAssetReferenceCustomization );
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}
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/** IPropertyTypeCustomization interface */
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virtual void CustomizeHeader( TSharedRef<class IPropertyHandle> InStructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) override;
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virtual void CustomizeChildren( TSharedRef<class IPropertyHandle> InStructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) override;
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private:
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bool OnShouldFilterAsset( const class FAssetData& InAssetData ) const;
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private:
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/** Handle to the struct property being customized */
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TSharedPtr<IPropertyHandle> StructPropertyHandle;
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/** Classes that can be used with this property */
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TArray<UClass*> CustomClassFilters;
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/** Whether the classes in the above array must be an exact match, or whether they can also be a derived type; default is false */
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bool bExactClass;
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};
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