void FSpriteDetailsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailLayout)
{
	// Make sure sprite properties are near the top
	IDetailCategoryBuilder& SpriteCategory = DetailLayout.EditCategory("Sprite", FText::GetEmpty(), ECategoryPriority::Important);
	BuildSpriteSection(SpriteCategory, DetailLayout);

	// Build the rendering category
	IDetailCategoryBuilder& RenderingCategory = DetailLayout.EditCategory("Rendering");
	BuildRenderingSection(RenderingCategory, DetailLayout);

	// Build the collision category
	IDetailCategoryBuilder& CollisionCategory = DetailLayout.EditCategory("Collision");
	BuildCollisionSection(CollisionCategory, DetailLayout);
}
void FSpriteDetailsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailLayout)
{
	// Make sure sprite properties are near the top
	IDetailCategoryBuilder& SpriteCategory = DetailLayout.EditCategory("Sprite", FText::GetEmpty(), ECategoryPriority::Important);
	BuildSpriteSection(SpriteCategory, DetailLayout);

	// Build the socket category
	{
		IDetailCategoryBuilder& SocketCategory = DetailLayout.EditCategory("Sockets");
		SocketCategory.AddProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, Sockets));
	}

	// Build the collision category
	IDetailCategoryBuilder& CollisionCategory = DetailLayout.EditCategory("Collision");
	BuildCollisionSection(CollisionCategory, DetailLayout);

	// Build the rendering category
	IDetailCategoryBuilder& RenderingCategory = DetailLayout.EditCategory("Rendering");
	BuildRenderingSection(RenderingCategory, DetailLayout);
}