Files
UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/Private/DetailLayoutHelpers.h
sebastian nordgren 03c8e7c243 Details view's IsPropertyReadOnly delegate is now evaluated every frame instead of only when refreshing the tree, similar to how IsPropertyVisible now works.
IsPropertyReadOnly and IsPropertyVisible removed from update args, because they were only evaluated in conjunction with a full refresh.

#review @michael.noland
#preflight 621cf1bf6e5ae46efd48a323

[CL 19174367 by sebastian nordgren in ue5-main branch]
2022-02-28 11:11:53 -05:00

34 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "PropertyEditorModule.h"
struct FDetailLayoutData;
class FPropertyNode;
class FComplexPropertyNode;
namespace DetailLayoutHelpers
{
struct FUpdatePropertyMapArgs
{
FDetailLayoutData* LayoutData;
FCustomPropertyTypeLayoutMap* InstancedPropertyTypeToDetailLayoutMap;
bool bEnableFavoriteSystem;
bool bUpdateFavoriteSystemOnly;
};
/**
* Recursively updates children of property nodes. Generates default layout for properties
*
* @param InNode The parent node to get children from
* @param The detail layout builder that will be used for customization of this property map
* @param CurCategory The current category name
*/
void UpdateSinglePropertyMapRecursive(FPropertyNode& InNode, FName CurCategory, FComplexPropertyNode* CurObjectNode, FUpdatePropertyMapArgs& InUpdateArgs);
/**
* Calls a delegate for each registered class that has properties visible to get any custom detail layouts
*/
void QueryCustomDetailLayout(FDetailLayoutData& LayoutData, const FCustomDetailLayoutMap& InstancedDetailLayoutMap, const FOnGetDetailCustomizationInstance& GenericLayoutDelegate);
}