void FSpriteDetailsCustomization::BuildTextureSection(IDetailCategoryBuilder& SpriteCategory, IDetailLayoutBuilder& DetailLayout)
{
	// Grab information about the material
	TSharedPtr<IPropertyHandle> DefaultMaterialProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, DefaultMaterial));

	FText SourceTextureOverrideLabel;
	if (DefaultMaterialProperty.IsValid())
	{
		UObject* DefaultMaterialAsObject;
		if (DefaultMaterialProperty->GetValue(/*out*/ DefaultMaterialAsObject) == FPropertyAccess::Success)
		{
			if (UMaterialInterface* DefaultMaterialInterface = Cast<UMaterialInterface>(DefaultMaterialAsObject))
			{
				if (UMaterial* DefaultMaterial = DefaultMaterialInterface->GetMaterial())
				{
					// Get a list of sprite samplers
					TArray<const UMaterialExpressionSpriteTextureSampler*> SpriteSamplerExpressions;
					DefaultMaterial->GetAllExpressionsOfType(/*inout*/ SpriteSamplerExpressions);

					// Turn that into a set of labels
					for (const UMaterialExpressionSpriteTextureSampler* Sampler : SpriteSamplerExpressions)
					{
						if (!Sampler->SlotDisplayName.IsEmpty())
						{
							if (Sampler->bSampleAdditionalTextures)
							{
								AdditionalTextureLabels.FindOrAdd(Sampler->AdditionalSlotIndex) = Sampler->SlotDisplayName;
							}
							else
							{
								SourceTextureOverrideLabel = Sampler->SlotDisplayName;
							}
						}
					}
				}
			}
		}
	}

	// Create the base texture widget
	TSharedPtr<IPropertyHandle> SourceTextureProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SourceTexture));
	DetailLayout.HideProperty(SourceTextureProperty);
	SpriteCategory.AddCustomRow(SourceTextureProperty->GetPropertyDisplayName())
		.NameContent()
		[
			CreateTextureNameWidget(SourceTextureProperty, SourceTextureOverrideLabel)
		]
		.ValueContent()
		.MaxDesiredWidth(TOptional<float>())
		[
			SourceTextureProperty->CreatePropertyValueWidget()
		];

	// Create the additional textures widget
	TSharedPtr<IPropertyHandle> AdditionalSourceTexturesProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, AdditionalSourceTextures));
	TSharedRef<FDetailArrayBuilder> AdditionalSourceTexturesBuilder = MakeShareable(new FDetailArrayBuilder(AdditionalSourceTexturesProperty.ToSharedRef()));
	AdditionalSourceTexturesBuilder->OnGenerateArrayElementWidget(FOnGenerateArrayElementWidget::CreateSP(this, &FSpriteDetailsCustomization::GenerateAdditionalTextureWidget));
	SpriteCategory.AddCustomBuilder(AdditionalSourceTexturesBuilder);
}
void FDeviceProfileTextureLODSettingsDetails::CreateTextureGroupEntryRow(int32 GroupId, IDetailCategoryBuilder& DetailCategoryBuilder)
{
	TSharedRef<IPropertyHandle> LODGroupElementHandle = LODGroupsArrayHandle->GetElement(GroupId);

	DetailCategoryBuilder.AddCustomBuilder(MakeShareable(new FTextureLODGroupLayout(DeviceProfile, (TextureGroup)GroupId)));
}