void FAnimTransitionNodeDetails::CreateTransitionEventPropertyWidgets(IDetailCategoryBuilder& TransitionCategory, FString TransitionName) { TSharedPtr<IPropertyHandle> NameProperty = TransitionCategory.GetParentLayout().GetProperty(*(TransitionName + TEXT(".NotifyName"))); TransitionCategory.AddProperty( NameProperty ) .DisplayName( LOCTEXT("CreateTransition_CustomBlueprintEvent", "Custom Blueprint Event") ); }
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 UAnimGraphNode_BoneDrivenController::AddRangePropertyRow(const FText& Name, const FText& Tooltip, IDetailCategoryBuilder& Category, TSharedRef<IPropertyHandle> PropertyHandle, const FName MinPropertyName, const FName MaxPropertyName, TAttribute<EVisibility> VisibilityAttribute) { const float MiddlePadding = 4.0f; TSharedPtr<IPropertyHandle> MinProperty = PropertyHandle->GetChildHandle(MinPropertyName); Category.GetParentLayout().HideProperty(MinProperty); TSharedPtr<IPropertyHandle> MaxProperty = PropertyHandle->GetChildHandle(MaxPropertyName); Category.GetParentLayout().HideProperty(MaxProperty); Category.AddCustomRow(Name) .Visibility(VisibilityAttribute) .NameContent() [ SNew(STextBlock) .Text(Name) .ToolTipText(Tooltip) .Font(IDetailLayoutBuilder::GetDetailFont()) ] .ValueContent() .MinDesiredWidth(100.0f * 2.0f) .MaxDesiredWidth(100.0f * 2.0f) [ SNew(SHorizontalBox) +SHorizontalBox::Slot() .FillWidth(1) .Padding(0.0f, 0.0f, MiddlePadding, 0.0f) .VAlign(VAlign_Center) [ MinProperty->CreatePropertyValueWidget() ] +SHorizontalBox::Slot() .AutoWidth() [ SNew(STextBlock) .Text(LOCTEXT("MinMaxSpacer", "..")) .Font(IDetailLayoutBuilder::GetDetailFont()) ] +SHorizontalBox::Slot() .FillWidth(1) .Padding(MiddlePadding, 0.0f, 0.0f, 0.0f) .VAlign(VAlign_Center) [ MaxProperty->CreatePropertyValueWidget() ] ]; }
void FOneSkyLocalizationServiceProvider::CustomizeTargetDetails(IDetailCategoryBuilder& DetailCategoryBuilder, TWeakObjectPtr<ULocalizationTarget> LocalizationTarget) const { if (!LocalizationTarget.IsValid()) { return; } FOneSkyLocalizationTargetSetting* Settings = FOneSkyLocalizationServiceModule::Get().AccessSettings().GetSettingsForTarget(LocalizationTarget->Settings.Guid, true); FText ProjectText = LOCTEXT("OneSkyProjectIdLabel", "OneSky Project ID"); FDetailWidgetRow& ProjectRow = DetailCategoryBuilder.AddCustomRow(ProjectText); ProjectRow.NameContent() [ SNew(STextBlock) .Text(ProjectText) ]; ProjectRow.ValueContent() [ SNew(SEditableTextBox) .OnTextCommitted(FOnTextCommitted::CreateStatic(&ProjectChanged, LocalizationTarget->Settings.Guid)) .Text_Lambda([Settings] { int32 SavedProjectId = Settings->OneSkyProjectId; if (SavedProjectId >= 0) { return (const FText&) FText::FromString(FString::FromInt(SavedProjectId)); } // Show empty string if value is default (-1) return FText::GetEmpty(); } ) ]; FText FileText = LOCTEXT("OneSkyFileNameLabel", "OneSky File Name"); FDetailWidgetRow& FileNameRow = DetailCategoryBuilder.AddCustomRow(FileText); FileNameRow.NameContent() [ SNew(STextBlock) .Text(FileText) ]; FileNameRow.ValueContent() [ SNew(SEditableTextBox) .OnTextCommitted(FOnTextCommitted::CreateStatic(&FileNameChanged, LocalizationTarget->Settings.Guid)) .Text(FText::FromString(Settings->OneSkyFileName)) ]; }
void FSpriteDetailsCustomization::BuildRenderingSection(IDetailCategoryBuilder& RenderingCategory, IDetailLayoutBuilder& DetailLayout) { // Add the rendering geometry mode into the parent container (renamed) const FString RenderGeometryTypePropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, RenderGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpritePolygonCollection, GeometryType)); RenderingCategory.AddProperty(DetailLayout.GetProperty(*RenderGeometryTypePropertyPath)) .DisplayName(LOCTEXT("RenderGeometryType", "Render Geometry Type")); // Show the rendering geometry settings TSharedRef<IPropertyHandle> RenderGeometry = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, RenderGeometry)); IDetailPropertyRow& RenderGeometryProperty = RenderingCategory.AddProperty(RenderGeometry); // Add the render polygons into advanced (renamed) const FString RenderGeometryPolygonsPropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, RenderGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpritePolygonCollection, Polygons)); RenderingCategory.AddProperty(DetailLayout.GetProperty(*RenderGeometryPolygonsPropertyPath), EPropertyLocation::Advanced) .DisplayName(LOCTEXT("RenderPolygons", "Render Polygons")); }
void FIOSTargetSettingsCustomization::BuildImageRow(IDetailLayoutBuilder& DetailLayout, IDetailCategoryBuilder& Category, const FPlatformIconInfo& Info, const FVector2D& MaxDisplaySize) { const FString AutomaticImagePath = EngineGraphicsPath / Info.IconPath; const FString TargetImagePath = GameGraphicsPath / Info.IconPath; Category.AddCustomRow(Info.IconName.ToString()) .NameContent() [ SNew(SHorizontalBox) + SHorizontalBox::Slot() .Padding(FMargin(0, 1, 0, 1)) .FillWidth(1.0f) [ SNew(STextBlock) .Text(Info.IconName) .Font(DetailLayout.GetDetailFont()) ] ] .ValueContent() .MaxDesiredWidth(400.0f) .MinDesiredWidth(100.0f) [ SNew(SHorizontalBox) + SHorizontalBox::Slot() .FillWidth(1.0f) .VAlign(VAlign_Center) [ SNew(SExternalImageReference, AutomaticImagePath, TargetImagePath) .FileDescription(Info.IconDescription) .RequiredSize(Info.IconRequiredSize) .MaxDisplaySize(MaxDisplaySize) ] ]; }
void FTODFloatCurveProperty::ConstructWidget(IDetailCategoryBuilder& CategoryBuilder) { CategoryBuilder.AddCustomRow(FString("Test Row")) [ SNew(SProperty, PropertyHandle) .CustomWidget() [ SNew(SHorizontalBox) + SHorizontalBox::Slot() [ SNew(SVerticalBox) + SVerticalBox::Slot() [ SNew(STextBlock) .Text(FText::FromString(PropertyHandle->GetPropertyDisplayName())) ] + SVerticalBox::Slot() [ SNew(SSpinBox<float>) .MinSliderValue(0) .MaxSliderValue(1024) .Value(TAttribute<float>(this, &FTODFloatCurveProperty::GetFloatValueFromAttribute)) ] ] ] ]; }
void FOneSkyLocalizationServiceProvider::CustomizeSettingsDetails(IDetailCategoryBuilder& DetailCategoryBuilder) const { FOneSkyConnectionInfo ConnectionInfo = FOneSkyLocalizationServiceModule::Get().AccessSettings().GetConnectionInfo(); FText PublicKeyText = LOCTEXT("OneSkyPublicKeyLabel", "OneSky API Public Key"); FDetailWidgetRow& PublicKeyRow = DetailCategoryBuilder.AddCustomRow(PublicKeyText); PublicKeyRow.NameContent() [ SNew(STextBlock) .Text(PublicKeyText) ]; PublicKeyRow.ValueContent() [ SNew(SEditableTextBox) .OnTextCommitted(FOnTextCommitted::CreateStatic(&PublicKeyChanged)) .Text(FText::FromString(ConnectionInfo.ApiKey)) ]; FText SecretKeyText = LOCTEXT("OneSkySecretKeyLabel", "OneSky API Secret Key"); FDetailWidgetRow& SecretKeyRow = DetailCategoryBuilder.AddCustomRow(SecretKeyText); SecretKeyRow.NameContent() [ SNew(STextBlock) .Text(SecretKeyText) ]; SecretKeyRow.ValueContent() [ SNew(SEditableTextBox) .OnTextCommitted(FOnTextCommitted::CreateStatic(&SecretKeyChanged)) .Text(FText::FromString(ConnectionInfo.ApiSecret)) ]; FText SaveSecretKeyText = LOCTEXT("OneSkySaveSecret", "Remember Secret Key (WARNING: saved unencrypted)"); FDetailWidgetRow& SaveSecretKeyRow = DetailCategoryBuilder.AddCustomRow(SaveSecretKeyText); SaveSecretKeyRow.NameContent() [ SNew(STextBlock) .Text(SaveSecretKeyText) ]; SaveSecretKeyRow.ValueContent() [ SNew(SCheckBox) .IsChecked(FOneSkyLocalizationServiceModule::Get().AccessSettings().GetSaveSecretKey() ? ECheckBoxState::Checked : ECheckBoxState::Unchecked) .OnCheckStateChanged(FOnCheckStateChanged::CreateStatic(&SaveSecretKeyChanged)) ]; }
void FSpriteDetailsCustomization::BuildSpriteSection(IDetailCategoryBuilder& SpriteCategory, IDetailLayoutBuilder& DetailLayout) { // Show other normal properties in the sprite category so that desired ordering doesn't get messed up SpriteCategory.AddProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SourceUV)); SpriteCategory.AddProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SourceDimension)); SpriteCategory.AddProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SourceTexture)); SpriteCategory.AddProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, DefaultMaterial)); SpriteCategory.AddProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, Sockets)); SpriteCategory.AddProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, PixelsPerUnrealUnit)); // Show/hide the experimental atlas group support based on whether or not it is enabled TSharedPtr<IPropertyHandle> AtlasGroupProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, AtlasGroup)); TAttribute<EVisibility> AtlasGroupPropertyVisibility = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateStatic(&FSpriteDetailsCustomization::GetAtlasGroupVisibility)); SpriteCategory.AddProperty(AtlasGroupProperty, EPropertyLocation::Advanced).Visibility(AtlasGroupPropertyVisibility); // Show/hide the custom pivot point based on the pivot mode TSharedPtr<IPropertyHandle> PivotModeProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, PivotMode)); TSharedPtr<IPropertyHandle> CustomPivotPointProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CustomPivotPoint)); TAttribute<EVisibility> CustomPivotPointVisibility = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::GetCustomPivotVisibility, PivotModeProperty)); SpriteCategory.AddProperty(PivotModeProperty); SpriteCategory.AddProperty(CustomPivotPointProperty).Visibility(CustomPivotPointVisibility); }
void FSpriteDetailsCustomization::BuildCollisionSection(IDetailCategoryBuilder& CollisionCategory, IDetailLayoutBuilder& DetailLayout) { TSharedPtr<IPropertyHandle> SpriteCollisionDomainProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SpriteCollisionDomain)); TAttribute<EVisibility> ParticipatesInPhysics = TAttribute<EVisibility>::Create( TAttribute<EVisibility>::FGetter::CreateSP( this, &FSpriteDetailsCustomization::AnyPhysicsMode, SpriteCollisionDomainProperty) ) ; TAttribute<EVisibility> ParticipatesInPhysics3D = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PhysicsModeMatches, SpriteCollisionDomainProperty, ESpriteCollisionMode::Use3DPhysics)); TAttribute<EVisibility> ParticipatesInPhysics2D = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PhysicsModeMatches, SpriteCollisionDomainProperty, ESpriteCollisionMode::Use2DPhysics)); CollisionCategory.AddProperty(SpriteCollisionDomainProperty); // Add a warning bar about 2D collision being experimental FText WarningFor2D = LOCTEXT("Experimental2DPhysicsWarning", "2D collision support is *experimental*"); FText TooltipFor2D = LOCTEXT("Experimental2DPhysicsWarningTooltip", "2D collision support is *experimental* and should not be relied on yet.\n\nRigid body collision detection and response works, but there are only precompiled libraries for Windows currently.\n\nRaycasts are partially supported (and need to be enabled in project settings), but queries, sweeps, or overlap tests are not implemented yet."); GenerateWarningRow(CollisionCategory, /*bExperimental=*/ true, WarningFor2D, TooltipFor2D, TEXT("Shared/Editors/SpriteEditor"), TEXT("CollisionDomain2DWarning")) .Visibility(ParticipatesInPhysics2D); // Add a warning bar if 2D collision queries aren't enabled TAttribute<EVisibility> WarnAbout2DQueriesBeingDisabledVisibility = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::Get2DPhysicsNotEnabledWarningVisibility, SpriteCollisionDomainProperty)); FText QueryWarningFor2D = LOCTEXT("Query2DPhysicsWarning", "2D collision queries are disabled"); FText QueryTooltipFor2D = LOCTEXT("Query2DPhysicsWarningTooltip", "You can enable 2D queries in Project Settings..Physics by setting bEnable2DPhysics to true, otherwise only collision detection and response will work.\n\nNote: Only raycasts are partially supported; other queries, sweeps, and overlap tests are not implemented yet."); GenerateWarningRow(CollisionCategory, /*bExperimental=*/ false, QueryWarningFor2D, QueryTooltipFor2D, TEXT("Shared/Editors/SpriteEditor"), TEXT("Disabled2DCollisionQueriesWarning")) .Visibility(WarnAbout2DQueriesBeingDisabledVisibility); // Add the collision geometry mode into the parent container (renamed) { // Restrict the diced value TSharedPtr<FPropertyRestriction> PreventDicedRestriction = MakeShareable(new FPropertyRestriction(LOCTEXT("CollisionGeometryDoesNotSupportDiced", "Collision geometry can not be set to Diced"))); PreventDicedRestriction->AddValue(TEXT("Diced")); // Find and add the property const FString CollisionGeometryTypePropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpritePolygonCollection, GeometryType)); TSharedPtr<IPropertyHandle> CollisionGeometryTypeProperty = DetailLayout.GetProperty(*CollisionGeometryTypePropertyPath); CollisionGeometryTypeProperty->AddRestriction(PreventDicedRestriction.ToSharedRef()); CollisionCategory.AddProperty(CollisionGeometryTypeProperty) .DisplayName(LOCTEXT("CollisionGeometryType", "Collision Geometry Type")) .Visibility(ParticipatesInPhysics); } // Show the collision geometry when not None CollisionCategory.AddProperty( DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionGeometry)) ) .Visibility(ParticipatesInPhysics); // Show the collision thickness only in 3D mode CollisionCategory.AddProperty( DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionThickness)) ) .Visibility(ParticipatesInPhysics3D); // Add the collision polygons into advanced (renamed) const FString CollisionGeometryPolygonsPropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpritePolygonCollection, Polygons)); CollisionCategory.AddProperty(DetailLayout.GetProperty(*CollisionGeometryPolygonsPropertyPath), EPropertyLocation::Advanced) .DisplayName(LOCTEXT("CollisionPolygons", "Collision Polygons")) .Visibility(ParticipatesInPhysics); // Show the default body instance (and only it) from the body setup (if it exists) DetailLayout.HideProperty("BodySetup"); IDetailPropertyRow& BodySetupDefaultInstance = CollisionCategory.AddProperty("BodySetup.DefaultInstance"); TArray<TWeakObjectPtr<UObject>> SpritesBeingEdited; DetailLayout.GetObjectsBeingCustomized(/*out*/ SpritesBeingEdited); TArray<UObject*> BodySetupList; for (auto WeakSpritePtr : SpritesBeingEdited) { if (UPaperSprite* Sprite = Cast<UPaperSprite>(WeakSpritePtr.Get())) { if (UBodySetup* BodySetup = Sprite->BodySetup) { BodySetupList.Add(BodySetup); } } } if (BodySetupList.Num() > 0) { IDetailPropertyRow* DefaultInstanceRow = CollisionCategory.AddExternalProperty(BodySetupList, GET_MEMBER_NAME_CHECKED(UBodySetup, DefaultInstance)); if (DefaultInstanceRow != nullptr) { DefaultInstanceRow->Visibility(ParticipatesInPhysics); } } }
void FDeviceProfileTextureLODSettingsDetails::CreateTextureGroupEntryRow(int32 GroupId, IDetailCategoryBuilder& DetailCategoryBuilder) { TSharedRef<IPropertyHandle> LODGroupElementHandle = LODGroupsArrayHandle->GetElement(GroupId); DetailCategoryBuilder.AddCustomBuilder(MakeShareable(new FTextureLODGroupLayout(DeviceProfile, (TextureGroup)GroupId))); }
void UAnimGraphNode_BoneDrivenController::AddTripletPropertyRow(const FText& Name, const FText& Tooltip, IDetailCategoryBuilder& Category, TSharedRef<IPropertyHandle> PropertyHandle, const FName XPropertyName, const FName YPropertyName, const FName ZPropertyName) { const float XYZPadding = 5.0f; TSharedPtr<IPropertyHandle> XProperty = PropertyHandle->GetChildHandle(XPropertyName); Category.GetParentLayout().HideProperty(XProperty); TSharedPtr<IPropertyHandle> YProperty = PropertyHandle->GetChildHandle(YPropertyName); Category.GetParentLayout().HideProperty(YProperty); TSharedPtr<IPropertyHandle> ZProperty = PropertyHandle->GetChildHandle(ZPropertyName); Category.GetParentLayout().HideProperty(ZProperty); Category.AddCustomRow(Name) .NameContent() [ SNew(STextBlock) .Text(Name) .ToolTipText(Tooltip) .Font(IDetailLayoutBuilder::GetDetailFont()) ] .ValueContent() [ SNew(SHorizontalBox) + SHorizontalBox::Slot() .Padding(0.f, 0.f, XYZPadding, 0.f) .AutoWidth() [ SNew(SHorizontalBox) + SHorizontalBox::Slot() .AutoWidth() [ XProperty->CreatePropertyNameWidget() ] + SHorizontalBox::Slot() .AutoWidth() [ XProperty->CreatePropertyValueWidget() ] ] + SHorizontalBox::Slot() .Padding(0.f, 0.f, XYZPadding, 0.f) .AutoWidth() [ SNew(SHorizontalBox) + SHorizontalBox::Slot() .AutoWidth() [ YProperty->CreatePropertyNameWidget() ] + SHorizontalBox::Slot() .AutoWidth() [ YProperty->CreatePropertyValueWidget() ] ] + SHorizontalBox::Slot() .Padding(0.f, 0.f, XYZPadding, 0.f) .AutoWidth() [ SNew(SHorizontalBox) + SHorizontalBox::Slot() .AutoWidth() [ ZProperty->CreatePropertyNameWidget() ] + SHorizontalBox::Slot() .AutoWidth() [ ZProperty->CreatePropertyValueWidget() ] ] ]; }
void FSpriteDetailsCustomization::BuildCollisionSection(IDetailCategoryBuilder& CollisionCategory, IDetailLayoutBuilder& DetailLayout) { TSharedPtr<IPropertyHandle> SpriteCollisionDomainProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SpriteCollisionDomain)); CollisionCategory.HeaderContent ( SNew(SBox) .HAlign(HAlign_Right) [ SNew(SHorizontalBox) +SHorizontalBox::Slot() .Padding(FMargin(5.0f, 0.0f)) .AutoWidth() [ SNew(STextBlock) .Font(FEditorStyle::GetFontStyle("TinyText")) .Text(this, &FSpriteDetailsCustomization::GetCollisionHeaderContentText, SpriteCollisionDomainProperty) ] ] ); TAttribute<EVisibility> ParticipatesInPhysics = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP( this, &FSpriteDetailsCustomization::AnyPhysicsMode, SpriteCollisionDomainProperty)); TAttribute<EVisibility> ParticipatesInPhysics3D = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PhysicsModeMatches, SpriteCollisionDomainProperty, ESpriteCollisionMode::Use3DPhysics)); TAttribute<EVisibility> ParticipatesInPhysics2D = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PhysicsModeMatches, SpriteCollisionDomainProperty, ESpriteCollisionMode::Use2DPhysics)); TAttribute<EVisibility> HideWhenInRenderingMode = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::EditorModeIsNot, ESpriteEditorMode::EditRenderingGeomMode)); TAttribute<EVisibility> ShowWhenInRenderingMode = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::EditorModeMatches, ESpriteEditorMode::EditRenderingGeomMode)); static const FText EditCollisionInCollisionMode = LOCTEXT("CollisionPropertiesHiddenInRenderingMode", "Switch to 'Edit Collsion' mode\nto edit Collision settings"); CollisionCategory.AddCustomRow(EditCollisionInCollisionMode) .Visibility(ShowWhenInRenderingMode) .WholeRowContent() .HAlign(HAlign_Center) [ SNew(STextBlock) .Font(DetailLayout.GetDetailFontItalic()) .Justification(ETextJustify::Center) .Text(EditCollisionInCollisionMode) ]; CollisionCategory.AddProperty(SpriteCollisionDomainProperty).Visibility(HideWhenInRenderingMode); // Add a warning bar about 2D collision being experimental FText WarningFor2D = LOCTEXT("Experimental2DPhysicsWarning", "2D collision support is *experimental*"); FText TooltipFor2D = LOCTEXT("Experimental2DPhysicsWarningTooltip", "2D collision support is *experimental* and should not be relied on yet.\n\nRigid body collision detection and response works, but there are only precompiled libraries for Windows currently.\n\nRaycasts are partially supported (and need to be enabled in project settings), but queries, sweeps, or overlap tests are not implemented yet."); GenerateWarningRow(CollisionCategory, /*bExperimental=*/ true, WarningFor2D, TooltipFor2D, TEXT("Shared/Editors/SpriteEditor"), TEXT("CollisionDomain2DWarning")) .Visibility(ParticipatesInPhysics2D); // Add a warning bar if 2D collision queries aren't enabled TAttribute<EVisibility> WarnAbout2DQueriesBeingDisabledVisibility = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::Get2DPhysicsNotEnabledWarningVisibility, SpriteCollisionDomainProperty)); FText QueryWarningFor2D = LOCTEXT("Query2DPhysicsWarning", "2D collision queries are disabled"); FText QueryTooltipFor2D = LOCTEXT("Query2DPhysicsWarningTooltip", "You can enable 2D queries in Project Settings..Physics by setting bEnable2DPhysics to true, otherwise only collision detection and response will work.\n\nNote: Only raycasts are partially supported; other queries, sweeps, and overlap tests are not implemented yet."); GenerateWarningRow(CollisionCategory, /*bExperimental=*/ false, QueryWarningFor2D, QueryTooltipFor2D, TEXT("Shared/Editors/SpriteEditor"), TEXT("Disabled2DCollisionQueriesWarning")) .Visibility(WarnAbout2DQueriesBeingDisabledVisibility); // Add the collision geometry mode into the parent container (renamed) { // Restrict the diced value TSharedPtr<FPropertyRestriction> PreventDicedRestriction = MakeShareable(new FPropertyRestriction(LOCTEXT("CollisionGeometryDoesNotSupportDiced", "Collision geometry can not be set to Diced"))); const UEnum* const SpritePolygonModeEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("ESpritePolygonMode")); PreventDicedRestriction->AddDisabledValue(SpritePolygonModeEnum->GetEnumNameStringByValue((uint8)ESpritePolygonMode::Diced)); // Find and add the property const FString CollisionGeometryTypePropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpriteGeometryCollection, GeometryType)); TSharedPtr<IPropertyHandle> CollisionGeometryTypeProperty = DetailLayout.GetProperty(*CollisionGeometryTypePropertyPath); CollisionGeometryTypeProperty->AddRestriction(PreventDicedRestriction.ToSharedRef()); CollisionCategory.AddProperty(CollisionGeometryTypeProperty) .DisplayName(LOCTEXT("CollisionGeometryType", "Collision Geometry Type")) .Visibility(ParticipatesInPhysics); } // Show the collision thickness only in 3D mode CollisionCategory.AddProperty( DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionThickness)) ) .Visibility(ParticipatesInPhysics3D); // Show the default body instance (and only it) from the body setup (if it exists) DetailLayout.HideProperty("BodySetup"); IDetailPropertyRow& BodySetupDefaultInstance = CollisionCategory.AddProperty("BodySetup.DefaultInstance"); TArray<TWeakObjectPtr<UObject>> SpritesBeingEdited; DetailLayout.GetObjectsBeingCustomized(/*out*/ SpritesBeingEdited); TArray<UObject*> BodySetupList; for (auto WeakSpritePtr : SpritesBeingEdited) { if (UPaperSprite* Sprite = Cast<UPaperSprite>(WeakSpritePtr.Get())) { if (UBodySetup* BodySetup = Sprite->BodySetup) { BodySetupList.Add(BodySetup); } } } if (BodySetupList.Num() > 0) { IDetailPropertyRow* DefaultInstanceRow = CollisionCategory.AddExternalProperty(BodySetupList, GET_MEMBER_NAME_CHECKED(UBodySetup, DefaultInstance)); if (DefaultInstanceRow != nullptr) { DefaultInstanceRow->Visibility(ParticipatesInPhysics); } } // Show the collision geometry when not None CollisionCategory.AddProperty(DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionGeometry))) .Visibility(ParticipatesInPhysics); // Add the collision polygons into advanced (renamed) const FString CollisionGeometryPolygonsPropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpriteGeometryCollection, Shapes)); CollisionCategory.AddProperty(DetailLayout.GetProperty(*CollisionGeometryPolygonsPropertyPath), EPropertyLocation::Advanced) .DisplayName(LOCTEXT("CollisionShapes", "Collision Shapes")) .Visibility(ParticipatesInPhysics); }
void FSpriteDetailsCustomization::BuildRenderingSection(IDetailCategoryBuilder& RenderingCategory, IDetailLayoutBuilder& DetailLayout) { TAttribute<EVisibility> HideWhenInCollisionMode = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::EditorModeIsNot, ESpriteEditorMode::EditCollisionMode)); TAttribute<EVisibility> ShowWhenInCollisionMode = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::EditorModeMatches, ESpriteEditorMode::EditCollisionMode)); static const FText EditRenderingInRenderingMode = LOCTEXT("RenderingPropertiesHiddenInCollisionMode", "Switch to 'Edit RenderGeom' mode\nto edit Rendering settings"); RenderingCategory.AddCustomRow(EditRenderingInRenderingMode) .Visibility(ShowWhenInCollisionMode) .WholeRowContent() .HAlign(HAlign_Center) [ SNew(STextBlock) .Font(DetailLayout.GetDetailFontItalic()) .Justification(ETextJustify::Center) .Text(EditRenderingInRenderingMode) ]; TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized; DetailLayout.GetObjectsBeingCustomized(/*out*/ ObjectsBeingCustomized); if (ObjectsBeingCustomized.Num() > 0) { if (UPaperSprite* SpriteBeingEdited = Cast<UPaperSprite>(ObjectsBeingCustomized[0].Get())) { static const FText TypesOfMaterialsTooltip = LOCTEXT("TypesOfMaterialsTooltip", "Translucent materials can have smooth alpha edges, blending with the background\nMasked materials have on or off alpha, useful for cutouts\nOpaque materials have no transparency but render faster"); RenderingCategory.HeaderContent ( SNew(SBox) .HAlign(HAlign_Right) [ SNew(SHorizontalBox) +SHorizontalBox::Slot() .Padding(FMargin(5.0f, 0.0f)) .AutoWidth() [ SNew(STextBlock) .Font(FEditorStyle::GetFontStyle("TinyText")) .Text(this, &FSpriteDetailsCustomization::GetRenderingHeaderContentText, TWeakObjectPtr<UPaperSprite>(SpriteBeingEdited)) .ToolTipText(TypesOfMaterialsTooltip) ] ] ); } } // Add the rendering geometry mode into the parent container (renamed) const FString RenderGeometryTypePropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, RenderGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpriteGeometryCollection, GeometryType)); TSharedPtr<IPropertyHandle> RenderGeometryTypeProperty = DetailLayout.GetProperty(*RenderGeometryTypePropertyPath); RenderingCategory.AddProperty(RenderGeometryTypeProperty) .DisplayName(LOCTEXT("RenderGeometryType", "Render Geometry Type")) .Visibility(HideWhenInCollisionMode); // Show the alternate material, but only when the mode is Diced TAttribute<EVisibility> ShowWhenModeIsDiced = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PolygonModeMatches, RenderGeometryTypeProperty, ESpritePolygonMode::Diced)); TSharedPtr<IPropertyHandle> AlternateMaterialProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, AlternateMaterial)); RenderingCategory.AddProperty(AlternateMaterialProperty) .Visibility(ShowWhenModeIsDiced); // Show the rendering geometry settings TSharedRef<IPropertyHandle> RenderGeometry = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, RenderGeometry)); IDetailPropertyRow& RenderGeometryProperty = RenderingCategory.AddProperty(RenderGeometry) .Visibility(HideWhenInCollisionMode); // Add the render polygons into advanced (renamed) const FString RenderGeometryPolygonsPropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, RenderGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpriteGeometryCollection, Shapes)); RenderingCategory.AddProperty(DetailLayout.GetProperty(*RenderGeometryPolygonsPropertyPath), EPropertyLocation::Advanced) .DisplayName(LOCTEXT("RenderShapes", "Render Shapes")) .Visibility(HideWhenInCollisionMode); }
void FSpriteDetailsCustomization::BuildCollisionSection(IDetailCategoryBuilder& CollisionCategory, IDetailLayoutBuilder& DetailLayout) { TSharedPtr<IPropertyHandle> SpriteCollisionDomainProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SpriteCollisionDomain)); CollisionCategory.HeaderContent ( SNew(SBox) .HAlign(HAlign_Right) [ SNew(SHorizontalBox) +SHorizontalBox::Slot() .Padding(FMargin(5.0f, 0.0f)) .AutoWidth() [ SNew(STextBlock) .Font(FEditorStyle::GetFontStyle("TinyText")) .Text(this, &FSpriteDetailsCustomization::GetCollisionHeaderContentText, SpriteCollisionDomainProperty) ] ] ); TAttribute<EVisibility> ParticipatesInPhysics = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP( this, &FSpriteDetailsCustomization::AnyPhysicsMode, SpriteCollisionDomainProperty)); TAttribute<EVisibility> ParticipatesInPhysics3D = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PhysicsModeMatches, SpriteCollisionDomainProperty, ESpriteCollisionMode::Use3DPhysics)); TAttribute<EVisibility> HideWhenInRenderingMode = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::EditorModeIsNot, ESpriteEditorMode::EditRenderingGeomMode)); TAttribute<EVisibility> ShowWhenInRenderingMode = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::EditorModeMatches, ESpriteEditorMode::EditRenderingGeomMode)); static const FText EditCollisionInCollisionMode = LOCTEXT("CollisionPropertiesHiddenInRenderingMode", "Switch to 'Edit Collsion' mode\nto edit Collision settings"); CollisionCategory.AddCustomRow(EditCollisionInCollisionMode) .Visibility(ShowWhenInRenderingMode) .WholeRowContent() .HAlign(HAlign_Center) [ SNew(STextBlock) .Font(DetailLayout.GetDetailFontItalic()) .Justification(ETextJustify::Center) .Text(EditCollisionInCollisionMode) ]; CollisionCategory.AddProperty(SpriteCollisionDomainProperty).Visibility(HideWhenInRenderingMode); // Add the collision geometry mode into the parent container (renamed) { // Restrict the diced value TSharedPtr<FPropertyRestriction> PreventDicedRestriction = MakeShareable(new FPropertyRestriction(LOCTEXT("CollisionGeometryDoesNotSupportDiced", "Collision geometry can not be set to Diced"))); const UEnum* const SpritePolygonModeEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("ESpritePolygonMode")); PreventDicedRestriction->AddDisabledValue(SpritePolygonModeEnum->GetNameStringByValue((uint8)ESpritePolygonMode::Diced)); // Find and add the property const FString CollisionGeometryTypePropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpriteGeometryCollection, GeometryType)); TSharedPtr<IPropertyHandle> CollisionGeometryTypeProperty = DetailLayout.GetProperty(*CollisionGeometryTypePropertyPath); CollisionGeometryTypeProperty->AddRestriction(PreventDicedRestriction.ToSharedRef()); CollisionCategory.AddProperty(CollisionGeometryTypeProperty) .DisplayName(LOCTEXT("CollisionGeometryType", "Collision Geometry Type")) .Visibility(ParticipatesInPhysics); } // Show the collision thickness only in 3D mode CollisionCategory.AddProperty( DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionThickness)) ) .Visibility(ParticipatesInPhysics3D); // Show the default body instance (and only it) from the body setup (if it exists) DetailLayout.HideProperty("BodySetup"); IDetailPropertyRow& BodySetupDefaultInstance = CollisionCategory.AddProperty("BodySetup.DefaultInstance"); TArray<TWeakObjectPtr<UObject>> SpritesBeingEdited; DetailLayout.GetObjectsBeingCustomized(/*out*/ SpritesBeingEdited); TArray<UObject*> BodySetupList; for (auto WeakSpritePtr : SpritesBeingEdited) { if (UPaperSprite* Sprite = Cast<UPaperSprite>(WeakSpritePtr.Get())) { if (UBodySetup* BodySetup = Sprite->BodySetup) { BodySetupList.Add(BodySetup); } } } if (BodySetupList.Num() > 0) { IDetailPropertyRow* DefaultInstanceRow = CollisionCategory.AddExternalObjectProperty(BodySetupList, GET_MEMBER_NAME_CHECKED(UBodySetup, DefaultInstance)); if (DefaultInstanceRow != nullptr) { DefaultInstanceRow->Visibility(ParticipatesInPhysics); } } // Show the collision geometry when not None CollisionCategory.AddProperty(DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionGeometry))) .Visibility(ParticipatesInPhysics); // Add the collision polygons into advanced (renamed) const FString CollisionGeometryPolygonsPropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpriteGeometryCollection, Shapes)); CollisionCategory.AddProperty(DetailLayout.GetProperty(*CollisionGeometryPolygonsPropertyPath), EPropertyLocation::Advanced) .DisplayName(LOCTEXT("CollisionShapes", "Collision Shapes")) .Visibility(ParticipatesInPhysics); }