28 lines
1.1 KiB
C++
28 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IPropertyTypeCustomization.h"
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#include "Templates/SharedPointer.h"
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class FDetailWidgetRow;
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class IDetailChildrenBuilder;
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class IPropertyHandle;
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class UMaterialExpressionLandscapeGrassOutput;
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class FMaterialExpressionLandscapeGrassInputCustomization : public IPropertyTypeCustomization
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{
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public:
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/** Makes a new instance of this detail layout class for a specific detail view requesting it */
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static TSharedRef<IPropertyTypeCustomization> MakeInstance();
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// IPropertyTypeCustomization interface
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virtual void CustomizeHeader(TSharedRef<IPropertyHandle> StructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
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virtual void CustomizeChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
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protected:
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bool OnShouldFilterAsset(const struct FAssetData& InAssetData);
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UMaterialExpressionLandscapeGrassOutput* MaterialNode;
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};
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