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Misc: * Removed FLandscapeEditorServices, which didn't make much sense in terms of design wrt dependency inversion : instead, FLanscapeEditorModule is the one implementing ILandscapeEditorServices #jira UE-195737 #tests editor #rb don.boogert [CL 28079921 by jonathan bard in ue5-main branch]
25 lines
948 B
C++
25 lines
948 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LandscapeSettings.h"
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#include "LandscapeModule.h"
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#include "Modules/ModuleManager.h"
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#include "LandscapeEditorServices.h"
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#if WITH_EDITOR
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void ULandscapeSettings::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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const FName PropertyName = PropertyChangedEvent.MemberProperty ? PropertyChangedEvent.MemberProperty->GetFName() : NAME_None;
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if ((PropertyName == GET_MEMBER_NAME_CHECKED(ULandscapeSettings, BrushSizeUIMax))
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|| (PropertyName == GET_MEMBER_NAME_CHECKED(ULandscapeSettings, BrushSizeClampMax)))
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{
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// If landscape mode is active, refresh the detail panel to apply the changes immediately :
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ILandscapeModule& LandscapeModule = FModuleManager::GetModuleChecked<ILandscapeModule>("Landscape");
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LandscapeModule.GetLandscapeEditorServices()->RefreshDetailPanel();
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}
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}
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#endif // WITH_EDITOR
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