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28 lines
946 B
C++
28 lines
946 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "PropertyEditorModule.h"
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/////////////////////////////////////////////////////
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// FAnimInstanceDetails
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class FAnimInstanceDetails : public IDetailCustomization
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{
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public:
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static TSharedRef<IDetailCustomization> MakeInstance();
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// IDetailCustomization interface
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virtual void CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder) override;
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// End of IDetailCustomization interface
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protected:
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// Creates a filtered object widget if the supplied property is an object property
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TSharedRef<SWidget> CreateFilteredObjectPropertyWidget(UProperty* TargetProperty, TSharedRef<IPropertyHandle> TargetPropertyHandle);
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/** Delegate to handle filtering of asset pickers */
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bool OnShouldFilterAnimAsset( const FAssetData& AssetData ) const;
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/** Path to the current blueprints skeleton to allow us to filter asset pickers */
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FString TargetSkeletonName;
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}; |