Inspecting types with custom Details panels
By default, UObject-
derived UAssets open in the generic property editor. It looks like the following screenshot:
However, at times you may wish for custom widgets to allow editing of properties on your class. To facilitate this, Unreal supports Details Customization, which is the focus of this recipe.
How to do it...
- Create a new header file called
MyCustomAssetDetailsCustomization.h
. - Add the following includes to the header:
#include "MyCustomAsset.h" #include "DetailLayoutBuilder.h" #include "IDetailCustomization.h" #include "IPropertyTypeCustomization.h"
- Define our customization class as follows:
class FMyCustomAssetDetailsCustomization ...
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