// Copyright Epic Games, Inc. All Rights Reserved. #include "LocalLightComponentDetails.h" #include "Components/LightComponentBase.h" #include "Components/LocalLightComponent.h" #include "Containers/Array.h" #include "Containers/UnrealString.h" #include "Delegates/Delegate.h" #include "DetailCategoryBuilder.h" #include "DetailLayoutBuilder.h" #include "Engine/Scene.h" #include "HAL/IConsoleManager.h" #include "HAL/Platform.h" #include "IDetailPropertyRow.h" #include "Internationalization/Internationalization.h" #include "Internationalization/Text.h" #include "LightComponentDetails.h" #include "Misc/AssertionMacros.h" #include "PropertyEditorModule.h" #include "PropertyHandle.h" #include "Templates/Casts.h" #include "UObject/Class.h" #include "UObject/Object.h" #include "UObject/UnrealType.h" #include "UObject/WeakObjectPtrTemplates.h" #define LOCTEXT_NAMESPACE "LocalLightComponentDetails" TSharedRef FLocalLightComponentDetails::MakeInstance() { return MakeShareable( new FLocalLightComponentDetails ); } void FLocalLightComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) { TArray> Objects; DetailBuilder.GetObjectsBeingCustomized(Objects); ULocalLightComponent* Component = Cast(Objects[0].Get()); IDetailCategoryBuilder& LightCategory = DetailBuilder.EditCategory("Light", FText::GetEmpty(), ECategoryPriority::TypeSpecific); LightCategory.AddProperty( DetailBuilder.GetProperty( GET_MEMBER_NAME_CHECKED(ULocalLightComponent, AttenuationRadius), ULocalLightComponent::StaticClass() ) ); } #undef LOCTEXT_NAMESPACE