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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.
- *******************************************************************************/
- #include "AkPortalComponentDetailsCustomization.h"
- #include "AkAcousticPortal.h"
- #include "DetailLayoutBuilder.h"
- #include "DetailCategoryBuilder.h"
- #define LOCTEXT_NAMESPACE "AudiokineticTools"
- //////////////////////////////////////////////////////////////////////////
- // FAkPortalComponentDetailsCustomization
- FAkPortalComponentDetailsCustomization::FAkPortalComponentDetailsCustomization()
- {
- }
- TSharedRef<IDetailCustomization> FAkPortalComponentDetailsCustomization::MakeInstance()
- {
- return MakeShareable(new FAkPortalComponentDetailsCustomization());
- }
- void FAkPortalComponentDetailsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailLayout)
- {
- TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
- DetailLayout.GetObjectsBeingCustomized(ObjectsBeingCustomized);
- DetailLayout.EditCategory("Fit to Geometry", FText::GetEmpty(), ECategoryPriority::Important);
- DetailLayout.EditCategory("AkPortalComponent", FText::GetEmpty(), ECategoryPriority::TypeSpecific);
-
- for (TWeakObjectPtr<UObject>& Object : ObjectsBeingCustomized)
- {
- UAkPortalComponent* PortalBeingCustomized = Cast<UAkPortalComponent>(Object.Get());
- if (PortalBeingCustomized)
- {
- UObject* OuterObj = PortalBeingCustomized->GetOuter();
- UActorComponent* OuterComponent = Cast<UActorComponent>(OuterObj);
- AActor* OuterActor = Cast<AActor>(OuterObj);
- // Do not hide the transform if the component has been created from within a component or actor, as this will hide the transform for that component / actor as well
- // (i.e. - only hide the transform if the component has been added to the hierarchy of a blueprint class or actor instance from the editor)
- if (OuterComponent == nullptr && OuterActor == nullptr)
- {
- IDetailCategoryBuilder& TransformCategory = DetailLayout.EditCategory("TransformCommon", LOCTEXT("TransformCommonCategory", "Transform"), ECategoryPriority::Transform);
- TransformCategory.SetCategoryVisibility(false);
- break;
- }
- }
- }
- }
- //////////////////////////////////////////////////////////////////////////
- #undef LOCTEXT_NAMESPACE
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