// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimBlueprintDetails.h" #include "Animation/AnimBlueprint.h" #include "Containers/Array.h" #include "DetailLayoutBuilder.h" #include "Misc/AssertionMacros.h" #include "PropertyHandle.h" #include "Templates/Casts.h" #include "UObject/WeakObjectPtr.h" #include "UObject/WeakObjectPtrTemplates.h" class UObject; #define LOCTEXT_NAMESPACE "AnimBlueprintDetails" void FAnimBlueprintDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) { TArray> Objects; DetailBuilder.GetObjectsBeingCustomized(Objects); UAnimBlueprint* Asset = CastChecked(Objects[0].Get()); if(Asset->bIsTemplate) { TSharedRef TargetSkeletonHandle = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UAnimBlueprint, TargetSkeleton)); TargetSkeletonHandle->MarkHiddenByCustomization(); } } #undef LOCTEXT_NAMESPACE