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- /*******************************************************************************
- The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
- Technology released in source code form as part of the game integration package.
- The content of this file may not be used without valid licenses to the
- AUDIOKINETIC Wwise Technology.
- Note that the use of the game engine is subject to the Unreal(R) Engine End User
- License Agreement at https://www.unrealengine.com/en-US/eula/unreal
-
- License Usage
-
- Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
- this file in accordance with the end user license agreement provided with the
- software or, alternatively, in accordance with the terms contained
- in a written agreement between you and Audiokinetic Inc.
- Copyright (c) 2023 Audiokinetic Inc.
- *******************************************************************************/
- #pragma once
- #include "PropertyEditorModule.h"
- #include "IDetailCustomization.h"
- //////////////////////////////////////////////////////////////////////////
- // FAkGeometryDetailsCustomization
- class FAkGeometryComponentDetailsCustomization : public IDetailCustomization
- {
- public:
- FAkGeometryComponentDetailsCustomization();
- ~FAkGeometryComponentDetailsCustomization();
- // Makes a new instance of this detail layout class for a specific detail view requesting it
- static TSharedRef<IDetailCustomization> MakeInstance();
- // IDetailCustomization interface
- virtual void CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& InDetailBuilder) override;
- virtual void CustomizeDetails(IDetailLayoutBuilder& InDetailBuilder) override;
- // End of IDetailCustomization interface
- private:
- TWeakPtr<IDetailLayoutBuilder> DetailBuilder;
- TWeakObjectPtr<class UAkGeometryComponent> ComponentBeingCustomized;
- void RefreshDetails();
- void BeginModify(FText TransactionText);
- void EndModify();
- };
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