Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/SoundBaseDetails.cpp
bryan sefcik 8cc129f2b6 IWYU Pass 1 - Engine/Source/Editor/...
#jira
#preflight 6306736ac85b7fef22be7751

[CL 21558583 by bryan sefcik in ue5-main branch]
2022-08-24 22:45:13 -04:00

37 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SoundBaseDetails.h"
#include "DetailLayoutBuilder.h"
#include "PropertyHandle.h"
#include "Sound/AudioSettings.h"
#include "Sound/SoundBase.h"
#include "UObject/Class.h"
#include "UObject/UObjectGlobals.h"
TSharedRef<IDetailCustomization> FSoundBaseDetails::MakeInstance()
{
return MakeShareable(new FSoundBaseDetails);
}
void FSoundBaseDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
if (!GetDefault<UAudioSettings>()->IsAudioMixerEnabled())
{
TSharedRef<IPropertyHandle> Property = DetailBuilder.GetProperty("SoundSubmixObject", USoundBase::StaticClass());
Property->MarkHiddenByCustomization();
Property = DetailBuilder.GetProperty("SourceEffectChain", USoundBase::StaticClass());
Property->MarkHiddenByCustomization();
Property = DetailBuilder.GetProperty("OutputToBusOnly", USoundBase::StaticClass());
Property->MarkHiddenByCustomization();
Property = DetailBuilder.GetProperty("BusSends", USoundBase::StaticClass());
Property->MarkHiddenByCustomization();
Property = DetailBuilder.GetProperty("PreEffectBusSends", USoundBase::StaticClass());
Property->MarkHiddenByCustomization();
}
}