// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "IDetailCustomization.h" #include "UObject/ObjectPtr.h" struct FAssetData; class UReverbVolumeComponent; class IDetailCategoryBuilder; class FReverbVolumeComponentDetail : public IDetailCustomization { public: static TSharedRef MakeInstance() { return MakeShared(); } virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override; private: static void SortCategories(const TMap& AllCategories); bool ShouldFilterAsset(const FAssetData& AssetData); TObjectPtr ComponentToModify = nullptr; };