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); }