// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreTypes.h" #include "PropertyHandle.h" /** Utilities related to copy/paste. */ namespace UE::PropertyEditor { /** Gets the property path from the provided PropertyHandle (if valid). */ [[nodiscard]] PROPERTYEDITOR_API FString GetPropertyPath(const TSharedPtr& InPropertyHandle); /** Returns true if the Tag is empty, or the specified property matches it. */ [[nodiscard]] PROPERTYEDITOR_API bool TagMatchesProperty(const FString& InTag, const TSharedPtr& InPropertyHandle); } /** Subscribe to and parse the string contents. Note that the caller is responsible for providing valid UE text, * and the subscriber is responsible for applying it if applicable. */ typedef TMulticastDelegate& InOperationId)> FOnPasteFromText;