void FDetailsDiff::DiffAgainst(const FDetailsDiff& Newer, TArray< FSingleObjectDiffEntry > &OutDifferences) const
{
	TSharedPtr< class IDetailsView > OldDetailsView = DetailsView;
	TSharedPtr< class IDetailsView > NewDetailsView = Newer.DetailsView;

	const auto& OldSelectedObjects = OldDetailsView->GetSelectedObjects();
	const auto& NewSelectedObjects = NewDetailsView->GetSelectedObjects();

	check(OldSelectedObjects.Num() == 1);

	auto OldProperties = OldDetailsView->GetPropertiesInOrderDisplayed();
	auto NewProperties = NewDetailsView->GetPropertiesInOrderDisplayed();

	TSet<FPropertySoftPath> OldPropertiesSet;
	TSet<FPropertySoftPath> NewPropertiesSet;

	auto ToSet = [](const TArray<FPropertyPath>& Array, TSet<FPropertySoftPath>& OutSet)
	{
		for (const auto& Entry : Array)
		{
			OutSet.Add(FPropertySoftPath(Entry));
		}
	};

	ToSet(OldProperties, OldPropertiesSet);
	ToSet(NewProperties, NewPropertiesSet);

	// detect removed properties:
	auto RemovedProperties = OldPropertiesSet.Difference(NewPropertiesSet);
	for (const auto& RemovedProperty : RemovedProperties)
	{
		// @todo: (doc) label these as removed, rather than added to a
		FSingleObjectDiffEntry Entry(RemovedProperty, EPropertyDiffType::PropertyAddedToA);
		OutDifferences.Push(Entry);
	}

	// detect added properties:
	auto AddededProperties = NewPropertiesSet.Difference(OldPropertiesSet);
	for (const auto& AddedProperty : AddededProperties)
	{
		FSingleObjectDiffEntry Entry(AddedProperty, EPropertyDiffType::PropertyAddedToB);
		OutDifferences.Push(Entry);
	}

	// check for changed properties
	auto CommonProperties = NewPropertiesSet.Intersect(OldPropertiesSet);
	for (const auto& CommonProperty : CommonProperties)
	{
		// get value, diff:
		check(NewSelectedObjects.Num() == 1);
		auto OldPoperty = CommonProperty.Resolve(OldSelectedObjects[0].Get());
		auto NewProperty = CommonProperty.Resolve(NewSelectedObjects[0].Get());

		if (!DiffUtils::Identical(OldPoperty, NewProperty))
		{
			OutDifferences.Push(FSingleObjectDiffEntry(CommonProperty, EPropertyDiffType::PropertyValueChanged));
		}
	}
}
		}
	}

	{
		// make sure that we add any user created classes immediately, generally this will not create anything (because assets have not been discovered yet), but asset discovery
		// should be allowed to take place at any time:
		FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
		TArray<FName> ClassNames;
		ClassNames.Add(UActorComponent::StaticClass()->GetFName());
		TSet<FName> DerivedClassNames;
		AssetRegistryModule.Get().GetDerivedClassNames(ClassNames, TSet<FName>(), DerivedClassNames);

		const bool bIncludeInFilter = true;

		auto InMemoryClassesSet = TSet<FName>(InMemoryClasses);
		auto OnDiskClasses = DerivedClassNames.Difference(InMemoryClassesSet);

		// GetAssetsByClass call is a cludget to get the full asset paths for the blueprints we care about, Bob T. thinks 
		// that the Asset Registry could just keep asset paths:
		TArray<FAssetData> BlueprintAssetData;
		AssetRegistryModule.Get().GetAssetsByClass(UBlueprint::StaticClass()->GetFName(), BlueprintAssetData);

		for (auto OnDiskClass : OnDiskClasses)
		{
			FName AssetPath;
			FString FixedString = OnDiskClass.ToString();
			FixedString.RemoveFromEnd(TEXT("_C"));
			for (auto Blueprint : BlueprintAssetData)
			{
				if (Blueprint.AssetName.ToString() == FixedString)
				{