I have a UObject
that shouldn’t be directly edited. Instead, I want to create, for the User, a separate window where the UObject
can be edited correctly and any errors and can be found before the game is played. For that I need to edit the Details panel for that UObject
type.
So, I am using a details panel customization (derived from IPropertyTypeCustomization
). Instead of being able to pick an asset, the Content part (right side) has a button that opens up a window. However, I cannot find out two things:
-
How to access the
UObject
inside theCustomizeHeader
function. The function provides aIPropertyHandle
but I am not sure how to get a pointer to theUObject
I created. -
How to send the
UObject
pointer and the pointer to theAActor
will holds thisUObject
to the window so it can place a newly createdUObject
inside, once the creation process inside the window is done.