Files
UnrealEngine/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilitiesEditor/Private/AttributeBasedFloatDetails.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

33 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Layout/Visibility.h"
#include "IPropertyTypeCustomization.h"
class FDetailWidgetRow;
class IDetailChildrenBuilder;
class IPropertyHandle;
/** Details customization for FAttributeBasedFloat */
class FAttributeBasedFloatDetails : public IPropertyTypeCustomization
{
public:
static TSharedRef<IPropertyTypeCustomization> MakeInstance();
/** Overridden to provide the property name or hide, if necessary */
virtual void CustomizeHeader(TSharedRef<IPropertyHandle> StructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
/** Overridden to allow for possibly being hidden */
virtual void CustomizeChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
private:
/** Called via delegate to determine visibility of the final channel property */
EVisibility GetFinalChannelVisibility() const;
/** Property handle to the AttributeCalculationType property; Used to determine visibility of final channel property */
TSharedPtr<IPropertyHandle> AttributeCalculationTypePropertyHandle;
};