Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/VectorStructCustomization.cpp
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

48 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "VectorStructCustomization.h"
#include "UObject/UnrealType.h"
TSharedRef<IPropertyTypeCustomization> FVectorStructCustomization::MakeInstance()
{
return MakeShareable(new FVectorStructCustomization);
}
void FVectorStructCustomization::GetSortedChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, TArray< TSharedRef<IPropertyHandle> >& OutChildren)
{
static const FName X("X");
static const FName Y("Y");
static const FName Z("Z");
TSharedPtr<IPropertyHandle> VectorChildren[3];
uint32 NumChildren;
StructPropertyHandle->GetNumChildren(NumChildren);
for (uint32 ChildIndex = 0; ChildIndex < NumChildren; ++ChildIndex)
{
TSharedRef<IPropertyHandle> ChildHandle = StructPropertyHandle->GetChildHandle(ChildIndex).ToSharedRef();
const FName PropertyName = ChildHandle->GetProperty()->GetFName();
if (PropertyName == X)
{
VectorChildren[0] = ChildHandle;
}
else if (PropertyName == Y)
{
VectorChildren[1] = ChildHandle;
}
else
{
check(PropertyName == Z);
VectorChildren[2] = ChildHandle;
}
}
OutChildren.Add(VectorChildren[0].ToSharedRef());
OutChildren.Add(VectorChildren[1].ToSharedRef());
OutChildren.Add(VectorChildren[2].ToSharedRef());
}