Files
UnrealEngine/Engine/Source/Editor/DetailCustomizations/Private/SkinnedMeshComponentDetails.h
2025-05-18 13:04:45 +08:00

49 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "IDetailCustomization.h"
#include "Internationalization/Text.h"
#include "Templates/SharedPointer.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
class FDetailWidgetRow;
class FName;
class IDetailCategoryBuilder;
class IDetailLayoutBuilder;
class IPropertyHandle;
class SNameComboBox;
class UPhysicsAsset;
class USkinnedMeshComponent;
class FSkinnedMeshComponentDetails : public IDetailCustomization
{
public:
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
static TSharedRef<IDetailCustomization> MakeInstance();
/** IDetailCustomization interface */
virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
private:
void CreateActuallyUsedPhysicsAssetWidget(FDetailWidgetRow& OutWidgetRow, IDetailLayoutBuilder* DetailBuilder) const;
FText GetUsedPhysicsAssetAsText(IDetailLayoutBuilder* DetailBuilder) const;
void BrowseUsedPhysicsAsset(IDetailLayoutBuilder* DetailBuilder) const;
bool FindUniqueUsedPhysicsAsset(IDetailLayoutBuilder* DetailBuilder, UPhysicsAsset*& OutFoundPhysicsAsset) const;
void CreateSkinWeightProfileSelectionWidget(IDetailCategoryBuilder& SkinWeightCategory);
void PopulateSkinWeightProfileNames();
/** Skin Weight Profile Selector */
TSharedPtr<SNameComboBox> SkinWeightCombo;
TArray<TSharedPtr<FName>> SkinWeightProfileNames;
TSharedPtr<IPropertyHandle> SkeletalMeshHandle;
TWeakObjectPtr<USkinnedMeshComponent> WeakSkinnedMeshComponent;
};