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>
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
#pragma once
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#include "IDetailCustomization.h"
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class FStreetMapComponentDetails : public IDetailCustomization
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{
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public:
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FStreetMapComponentDetails();
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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(IDetailLayoutBuilder& DetailBuilder) override;
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/** Returns true if we selected a valid cached streetMapComp , having valid cached mesh data. */
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bool HasValidMeshData() const;
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/** Returns true if we selected a valid cached streetMapComp having valid street map representation. */
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bool HasValidMapObject() const;
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/** Handles create static mesh asset button clicking */
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FReply OnCreateStaticMeshAssetClicked();
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/** Handles build/rebuild mesh button clicking */
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FReply OnBuildMeshClicked();
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/** Handles clear mesh button clicking */
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FReply OnClearMeshClicked();
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/** Refreshes the details view and regenerates all the customized layouts. */
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void RefreshDetails();
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protected:
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/** Holds Selected Street Map Component */
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class UStreetMapComponent* SelectedStreetMapComponent;
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/** Holds Last Detail Builder Pointer */
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IDetailLayoutBuilder* LastDetailBuilderPtr;
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};
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