Files
UnrealEngine/Engine/Plugins/MetaHuman/MetaHumanLiveLink/Source/MetaHumanLocalLiveLinkSourceEditor/Private/MetaHumanAudioBaseLiveLinkSubjectCustomization.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

93 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetaHumanAudioBaseLiveLinkSubjectCustomization.h"
#include "MetaHumanAudioBaseLiveLinkSubjectSettings.h"
#include "MetaHumanAudioBaseLiveLinkSubjectMonitorWidget.h"
#include "MetaHumanLocalLiveLinkSubjectMonitorWidget.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "DetailWidgetRow.h"
#define LOCTEXT_NAMESPACE "MetaHumanAudioBaseLiveLinkSource"
TSharedRef<IDetailCustomization> FMetaHumanAudioBaseLiveLinkSubjectCustomization::MakeInstance()
{
return MakeShared<FMetaHumanAudioBaseLiveLinkSubjectCustomization>();
}
void FMetaHumanAudioBaseLiveLinkSubjectCustomization::CustomizeDetails(IDetailLayoutBuilder& InDetailBuilder)
{
TArray<TWeakObjectPtr<UObject>> Objects;
InDetailBuilder.GetObjectsBeingCustomized(Objects);
check(Objects.Num() == 1);
UMetaHumanAudioBaseLiveLinkSubjectSettings* Settings = Cast<UMetaHumanAudioBaseLiveLinkSubjectSettings>(Objects[0]);
if (!Settings->bIsLiveProcessing)
{
return;
}
IDetailCategoryBuilder& MonitorCategory = InDetailBuilder.EditCategory("Audio", LOCTEXT("Audio", "Audio"), ECategoryPriority::Important);
TSharedPtr<SMetaHumanLocalLiveLinkSubjectMonitorWidget> LocalLiveLinkSubjectMonitorWidget = SNew(SMetaHumanLocalLiveLinkSubjectMonitorWidget, Settings);
TSharedRef<IPropertyHandle> LevelProperty = InDetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UMetaHumanAudioBaseLiveLinkSubjectSettings, Level));
IDetailPropertyRow* LevelRow = InDetailBuilder.EditDefaultProperty(LevelProperty);
check(LevelRow);
TSharedPtr<SWidget> NameWidget, ValueWidget;
LevelRow->GetDefaultWidgets(NameWidget, ValueWidget, false);
LevelRow->CustomWidget()
.NameContent()
[
NameWidget.ToSharedRef()
]
.ValueContent()
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
[
SNew(SMetaHumanAudioBaseLiveLinkSubjectMonitorWidget, Settings)
]
+ SVerticalBox::Slot()
.AutoHeight()
[
LocalLiveLinkSubjectMonitorWidget.ToSharedRef()
]
];
TSharedRef<IPropertyHandle> RealtimeAudioMoodProperty = InDetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UMetaHumanAudioBaseLiveLinkSubjectSettings, Mood));
IDetailPropertyRow* RealtimeAudioMoodRow = InDetailBuilder.EditDefaultProperty(RealtimeAudioMoodProperty);
check(RealtimeAudioMoodRow);
RealtimeAudioMoodRow->GetDefaultWidgets(NameWidget, ValueWidget);
RealtimeAudioMoodRow->CustomWidget()
.NameContent()
[
NameWidget.ToSharedRef()
]
.ValueContent()
[
SNew(SAudioDrivenAnimationMood, false, RealtimeAudioMoodProperty)
];
// Hide the unused calibration, smoothing and head translation
IDetailCategoryBuilder& ControlsCategory = InDetailBuilder.EditCategory("Controls", LOCTEXT("Controls", "Controls"));
ControlsCategory.SetCategoryVisibility(false);
// Ideally we would like the properties that control the audio solve, like mood selection, to be in the "Controls"
// category to match the video case. However, we cant do that directly since the "Controls" category is hidden by the line above.
// The workaround is to define the properties that control the audio solve to be in the "AudioControls" category and rename
// the display name of that to be just "Controls".
InDetailBuilder.EditCategory("AudioControls", LOCTEXT("Controls", "Controls"));
}
#undef LOCTEXT_NAMESPACE