LifePlay-Revival/Plugins/StreetMap/Source/StreetMapImporting/StreetMapComponentDetails.h
edujiro5972 1122e17fa6 L0 : etat initial du projet 5.5 avant toute correction
Instantane de reference de la reprise de migration (2026-09-29).
Contient GI.uasset tel que trouve (copie UE4 identique a 4.27,
MD5 F4550DA5DC05FC005400CDCA2FC123C9). Ajouts de ce commit :
.gitattributes (aucune conversion de fin de ligne), regles .gitignore
CHG-001, Tools/ (Snapshot, Restore, AssetHeaders), empreintes L0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 00:56:10 +02:00

42 lines
1.2 KiB
C++

#pragma once
#include "IDetailCustomization.h"
class FStreetMapComponentDetails : public IDetailCustomization
{
public:
FStreetMapComponentDetails();
/** Makes a new instance of this detail layout class for a specific detail view requesting it. */
static TSharedRef<IDetailCustomization> MakeInstance();
/** IDetailCustomization interface */
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
/** Returns true if we selected a valid cached streetMapComp , having valid cached mesh data. */
bool HasValidMeshData() const;
/** Returns true if we selected a valid cached streetMapComp having valid street map representation. */
bool HasValidMapObject() const;
/** Handles create static mesh asset button clicking */
FReply OnCreateStaticMeshAssetClicked();
/** Handles build/rebuild mesh button clicking */
FReply OnBuildMeshClicked();
/** Handles clear mesh button clicking */
FReply OnClearMeshClicked();
/** Refreshes the details view and regenerates all the customized layouts. */
void RefreshDetails();
protected:
/** Holds Selected Street Map Component */
class UStreetMapComponent* SelectedStreetMapComponent;
/** Holds Last Detail Builder Pointer */
IDetailLayoutBuilder* LastDetailBuilderPtr;
};