A method to reuse Non-Customized Properties in Details Panel?

So I’m customizing the details panel for a UObject class I have. I’ve followed the directions and I can do this successfully:

void::FMyCustomization::CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildrenBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils)
{
    ChildrenBuilder.AddCustomRow(...).ValueWidget
    [
                 SNew(SBorder)...
    ];

    // Commented out: ChildrenBuilder.AddProperty(PropertyHandle);
}

That’s great. I can customize the box that appears where my UObject would be!

But, I also want the original display. I’m simply adding a custom row box above my UObject. I want to display the UObject exactly how it used to show in the editor prior to the customization. But the code above is… replacing it entirely. So I have to manually remake each child property and their boxes one by one.

I thought it would be as simply as adding the property handle back, see the commented line of code. But that infinitely loops because I believe it is invoking the CustomizeChildren over and over on itself. I want to avoid the nested customization at this stage and just show the object as it normally would. Is this achievable or do I have to relent and remake each property box?

I decided that instead of overriding my derived UObject customization to instead make a WITH_EDITOR only UStruct that exists as a property on that class. Then, I customize te struct instead of the class name, so UE will style the UObject class as if it were not customized but still allows me to inject a custom row where the struct would be.

It’s an old question, but for anyone still looking into this, I was able to draw the default details panel by looping through all the children and adding them one at a time:

  // Draw default Properties
  uint32 NumChildren = 0;
  PropertyHandle->GetNumChildren(NumChildren);
  for (uint32 i = 0; i < NumChildren; i++)
  {
      ChildBuilder.AddProperty(PropertyHandle->GetChildHandle(i).ToSharedRef());
  }

  // Draw customization
  // ...

Cheers,
Guilherme