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How to get single property widget?

Hi, so I'm working on a tool and I need to display single property in my own custom editor widget.

I have reference to structure that I want to display, the problem is that this struct have customized property layout. I tried SinglePropertyView but it's not working with structures, StructureDetailsView is also not working.

Structure I want to display is FGameplayTagContainer. Maybe I should (somehow) create PropertyHandle for this?

 UTagSystemComponent *TagSystemComponent = GetTagComponent();
 TSharedPtr<IStructureDetailsView> StructureDetailsView;
 FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
 FDetailsViewArgs DetailsViewArgs;
 {

     DetailsViewArgs.bAllowSearch = false;
     DetailsViewArgs.bHideSelectionTip = true;
     DetailsViewArgs.bLockable = false;
     DetailsViewArgs.bSearchInitialKeyFocus = true;
     DetailsViewArgs.bUpdatesFromSelection = false;
     DetailsViewArgs.NotifyHook = nullptr;
     DetailsViewArgs.bShowOptions = true;
     DetailsViewArgs.bShowModifiedPropertiesOption = false;
     DetailsViewArgs.bShowScrollBar = false;
 }

 FStructureDetailsViewArgs StructureViewArgs;
 {
     StructureViewArgs.bShowObjects = true;
     StructureViewArgs.bShowAssets = true;
     StructureViewArgs.bShowClasses = true;
     StructureViewArgs.bShowInterfaces = true;
 }

 FStructOnScope* Struct = new FStructOnScope(FGameplayTagContainer::StaticStruct(), (uint8*)&TagSystemComponent->TagsContainer);
 StructureDetailsView = PropertyEditorModule.CreateStructureDetailView(DetailsViewArgs, StructureViewArgs, MakeShareable(Struct));

 if (IsValid(TagSystemComponent))
 {
     ChildSlot
         [
             SNew(SHorizontalBox)
             + SHorizontalBox::Slot()
             .HAlign(HAlign_Center)
             .AutoWidth()
             [
                 StructureDetailsView->GetWidget()->AsShared()
             ]
         ];
 }
 else
 {
     ComponentNotFound();
 }
Product Version: UE 4.21
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asked Feb 23 '19 at 05:56 PM in C++ Programming

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Koxen
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