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