// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "IDetailCustomization.h" #include "UObject/WeakObjectPtrTemplates.h" class FReply; class IDetailLayoutBuilder; class UProceduralMeshComponent; class FProceduralMeshComponentDetails : public IDetailCustomization { public: /** Makes a new instance of this detail layout class for a specific detail view requesting it */ static TSharedRef MakeInstance(); /** IDetailCustomization interface */ virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override; /** Handle clicking the convert button */ FReply ClickedOnConvertToStaticMesh(); /** Is the convert button enabled */ bool ConvertToStaticMeshEnabled() const; /** Util to get the ProcMeshComp we want to convert */ UProceduralMeshComponent* GetFirstSelectedProcMeshComp() const; /** Cached array of selected objects */ TArray< TWeakObjectPtr > SelectedObjectsList; };