36 lines
1.3 KiB
C++
36 lines
1.3 KiB
C++
// Copyright 2016 Mookie. All Rights Reserved.
|
|
|
|
#include "EBPlayerWeaponControllerCustomization.h"
|
|
#include "DetailLayoutBuilder.h"
|
|
#include "DetailCategoryBuilder.h"
|
|
#include "DetailWidgetRow.h"
|
|
#include "IDetailPropertyRow.h"
|
|
#include "Widgets/Text/STextBlock.h"
|
|
#include "EBPlayerWeaponController.h"
|
|
|
|
#define LOCTEXT_NAMESPACE "EBPlayerWeaponControllerCustomization"
|
|
|
|
TSharedRef<IDetailCustomization> FEBPlayerWeaponControllerCustomization::MakeInstance()
|
|
{
|
|
return MakeShareable(new FEBPlayerWeaponControllerCustomization);
|
|
}
|
|
|
|
void FEBPlayerWeaponControllerCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
|
|
{
|
|
// Since the weapon controller is now a scene component, we don't need complex attachment customization
|
|
// The component can be positioned directly in the viewport
|
|
|
|
// Add a help text to guide users
|
|
IDetailCategoryBuilder& WeaponSpawnCategory = DetailBuilder.EditCategory("Weapon Spawn");
|
|
|
|
WeaponSpawnCategory.AddCustomRow(LOCTEXT("PositioningHelp", "Positioning Help"))
|
|
.WholeRowContent()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(LOCTEXT("PositioningHelpText", "Position this component in the viewport where you want weapons to appear. You can attach it to bones/sockets for animation."))
|
|
.Font(IDetailLayoutBuilder::GetDetailFont())
|
|
.AutoWrapText(true)
|
|
];
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE |