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