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This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971 [CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
47 lines
1.4 KiB
C++
47 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PropertyEditorDelegates.h"
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#include "ObjectPropertyNode.h"
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#include "PropertyHandle.h"
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#include "PropertyNode.h"
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FPropertyAndParent::FPropertyAndParent(const TSharedRef<IPropertyHandle>& InPropertyHandle) :
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Property(*InPropertyHandle->GetProperty())
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{
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Initialize(InPropertyHandle->GetPropertyNode().ToSharedRef());
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}
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FPropertyAndParent::FPropertyAndParent(const TSharedRef<FPropertyNode>& InPropertyNode) :
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Property(*InPropertyNode->GetProperty())
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{
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Initialize(InPropertyNode);
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}
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void FPropertyAndParent::Initialize(const TSharedRef<FPropertyNode>& InPropertyNode)
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{
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checkf(InPropertyNode->GetProperty() != nullptr, TEXT("Creating an FPropertyAndParent with a null property!"));
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FObjectPropertyNode* ObjectNode = InPropertyNode->FindObjectItemParent();
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if (ObjectNode)
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{
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for (int32 ObjectIndex = 0; ObjectIndex < ObjectNode->GetNumObjects(); ++ObjectIndex)
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{
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Objects.Add(ObjectNode->GetUObject(ObjectIndex));
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}
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}
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ArrayIndex = InPropertyNode->GetArrayIndex();
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TSharedPtr<FPropertyNode> ParentNode = InPropertyNode->GetParentNodeSharedPtr();
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while (ParentNode.IsValid())
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{
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const FProperty* ParentProperty = ParentNode->GetProperty();
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if (ParentProperty != nullptr)
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{
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ParentProperties.Add(ParentProperty);
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ParentArrayIndices.Add(ParentNode->GetArrayIndex());
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}
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ParentNode = ParentNode->GetParentNodeSharedPtr();
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}
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} |