Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/LandscapeUIDetails.cpp
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

40 lines
1.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "LandscapeUIDetails.h"
//#include "Misc/Attribute.h"
//#include "Misc/Guid.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "PropertyHandle.h"
#include "DetailLayoutBuilder.h"
#include "Runtime/Landscape/Classes/Landscape.h"
//#include "Editor.h"
FLandscapeUIDetails::FLandscapeUIDetails()
{
}
FLandscapeUIDetails::~FLandscapeUIDetails()
{
}
TSharedRef<IDetailCustomization> FLandscapeUIDetails::MakeInstance()
{
return MakeShareable( new FLandscapeUIDetails);
}
void FLandscapeUIDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
{
TArray<TWeakObjectPtr<UObject>> EditingObjects;
DetailBuilder.GetObjectsBeingCustomized(EditingObjects);
if (EditingObjects.Num() == 1)
{
ALandscape* Landscape = Cast<ALandscape>(EditingObjects[0].Get());
if (Landscape != nullptr && Landscape->NumSubsections == 1)
{
TSharedRef<IPropertyHandle> ComponentScreenSizeToUseSubSectionsProp = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(ALandscapeProxy, ComponentScreenSizeToUseSubSections));
DetailBuilder.HideProperty(ComponentScreenSizeToUseSubSectionsProp);
}
}
}