// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "IDetailCustomization.h" struct FAssetData; class IAssetRegistry; class FDecalComponentDetails : 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; private: /** Returns false if asset should appear in filtered list. */ static bool ShouldFilterDecalMaterialAsset(FAssetData const& AssetData); /** Returns true if this asset is a decal material, or child of a decal material. */ static bool IsDecalMaterialAssetRecursive(FAssetData const& AssetData, IAssetRegistry const& AssetRegistry); };