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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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C

// 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()
};