// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Widgets/SWidget.h" #include "PropertyHandle.h" #include "IDetailCustomization.h" struct FAssetData; class USkeleton; ///////////////////////////////////////////////////// // FAnimInstanceDetails class FAnimInstanceDetails : public IDetailCustomization { public: static TSharedRef MakeInstance(); // IDetailCustomization interface virtual void CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder) override; // End of IDetailCustomization interface protected: // Creates a filtered object widget if the supplied property is an object property TSharedRef CreateFilteredObjectPropertyWidget(FProperty* TargetProperty, TSharedRef TargetPropertyHandle, const USkeleton* TargetSkeleton); /** Delegate to handle filtering of asset pickers */ bool OnShouldFilterAnimAsset(const FAssetData& AssetData, const USkeleton* TargetSkeleton) const; };