A Demo Project for the UnrealEngineSDK
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DialogueNode_Details.cpp
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1// Copyright Csaba Molnar, Daniel Butum. All Rights Reserved.
3
4#include "DetailCategoryBuilder.h"
5#include "DetailLayoutBuilder.h"
6#include "IPropertyUtilities.h"
7#include "Widgets/Text/STextBlock.h"
8#include "DetailWidgetRow.h"
9
10#include "Nodes/DlgNode.h"
12
13#define LOCTEXT_NAMESPACE "DialogueNode_Details"
14
16// FDialogueNode_Details
17void FDialogueNode_Details::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
18{
19 TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
20 DetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
21 // Only support one object being customized
22 if (ObjectsBeingCustomized.Num() != 1)
23 {
24 return;
25 }
26
27 // NOTE currently not used, see FDialogueGraphNodeDetails
28 IDetailCategoryBuilder& DataCategory = DetailBuilder.EditCategory(TEXT("Do we need this?"));
29 DataCategory.InitiallyCollapsed(false);
30 DataCategory.AddCustomRow(NSLOCTEXT("TEST", "MyWarningRowFilterString", "Search Filter Keywords"))
31 .Visibility(EVisibility::Visible)
32 .WholeRowContent()
33 [
34 SNew(STextBlock)
35 .Text(LOCTEXT("MyWarningTest", "BaseString should not be empty!"))
36 ];
37}
38
39#undef LOCTEXT_NAMESPACE
void CustomizeDetails(IDetailLayoutBuilder &DetailBuilder) override