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/** * Provides an interface for overriding the default behavior of routing and applying property values received * from a custom editor property window item. * * Classes which implement this interface would also need to specify custom property item windows * @see UnrealEd.CustomPropertyItemBindings * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ interface CustomPropertyItemHandler native; cpptext { /** * Determines whether the specified property value matches the current value of the property. Called after the user * has changed the value of a property handled by a custom property window item. Is used to determine whether Pre/PostEditChange * should be called for the selected objects. * * @param InProperty the property whose value is being checked. * @param NewPropertyValue the value to compare against the current value of the property. * @param ArrayIndex the array index for the element being compared; only relevant for array properties * * @return TRUE if NewPropertyValue matches the current value of the property specified, indicating that no effective changes * were actually made. */ virtual UBOOL IsCustomPropertyValueIdentical( UProperty* InProperty, const union UPropertyValue& NewPropertyValue, INT ArrayIndex=INDEX_NONE )=0; /** * Method for overriding the default behavior of applying property values received from a custom editor property window item. * * @param InProperty the property that is being edited * @param PropertyValue the value to assign to the property * @param ArrayIndex the array index for the element being changed; only relevant for array properties * * @return TRUE if the property was handled by this object and the property value was successfully applied to the * object's data. */ virtual UBOOL EditorSetPropertyValue( UProperty* InProperty, const union UPropertyValue& PropertyValue, INT ArrayIndex=INDEX_NONE )=0; } |
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