42 lines
1.7 KiB
C++
42 lines
1.7 KiB
C++
/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unreal(R) Engine End User
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License Agreement at https://www.unrealengine.com/en-US/eula/unreal
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2023 Audiokinetic Inc.
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*******************************************************************************/
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#pragma once
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#include "PropertyEditorModule.h"
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#include "IDetailCustomization.h"
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//////////////////////////////////////////////////////////////////////////
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// FAkLateReverbComponentDetailsCustomization
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class FAkLateReverbComponentDetailsCustomization : public IDetailCustomization
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{
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public:
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FAkLateReverbComponentDetailsCustomization();
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// Makes a new instance of this detail layout class for a specific detail view requesting it
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static TSharedRef<IDetailCustomization> MakeInstance();
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// IDetailCustomization interface
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virtual void CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& InDetailBuilder) override;
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virtual void CustomizeDetails(IDetailLayoutBuilder& InDetailBuilder) override;
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// End of IDetailCustomization interface
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private:
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TWeakPtr<IDetailLayoutBuilder> DetailBuilder;
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void OnEnableValueChanged();
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};
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