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