void FLandscapeEditorDetails::OnChangeTargetLandscape(TWeakObjectPtr<ULandscapeInfo> LandscapeInfo)
{
	FEdModeLandscape* LandscapeEdMode = GetEditorMode();
	if (LandscapeEdMode)
	{
		LandscapeEdMode->CurrentToolTarget.LandscapeInfo = LandscapeInfo.Get();
		LandscapeEdMode->UpdateTargetList();
		if (LandscapeEdMode->CurrentGizmoActor.IsValid())
		{
			LandscapeEdMode->CurrentGizmoActor->SetTargetLandscape(LandscapeEdMode->CurrentToolTarget.LandscapeInfo.Get());
		}
	}
}
void FLandscapeEditorDetails::OnChangeTargetLandscape(TWeakObjectPtr<ULandscapeInfo> LandscapeInfo)
{
	FEdModeLandscape* LandscapeEdMode = GetEditorMode();
	if (LandscapeEdMode)
	{
		LandscapeEdMode->CurrentToolTarget.LandscapeInfo = LandscapeInfo.Get();
		LandscapeEdMode->UpdateTargetList();
		// force a Leave and Enter the current tool, in case it has something about the current landscape cached
		LandscapeEdMode->SetCurrentTool(LandscapeEdMode->CurrentToolIndex);
		if (LandscapeEdMode->CurrentGizmoActor.IsValid())
		{
			LandscapeEdMode->CurrentGizmoActor->SetTargetLandscape(LandscapeEdMode->CurrentToolTarget.LandscapeInfo.Get());
		}
	}
}