// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "DisplayClusterEditorPropertyReference.generated.h" /** * A dummy structure used to reference properties of subobjects to be displayed at the root level in a details panel. * * When placed within an Unreal class or struct, the property reference is replaced with the referenced property in the * type's details panel. The display name, tooltip, category, and accessiblity of the property reference will be applied * to the referenced property when provided, overwriting the property's own specifiers. If the property path contains lists * (arrays, maps, or sets), then each element of the list will be iterated over, and all properties within that list will * be displayed together in a group. * * Use the PropertyPath metadata specifier to specify the path to the referenced property, relative to the object that owns * the property reference. * * Additionally, this type supports using property paths within its EditCondition specifier, allowing the edit condition * of the referenced property within a details panel to depend on other referenced properties. The && operator is supported, * allowing multiple property paths to be used to construct the edit condition. */ USTRUCT() struct DISPLAYCLUSTERCONFIGURATION_API FDisplayClusterEditorPropertyReference { GENERATED_BODY() };