Hi,
It seems that to customize the details panel of a C++ UCLASS, you must create a class that derives from IDetailCustomization and register it with the PropertyEditorModule like so:
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked< FPropertyEditorModule >(TEXT("PropertyEditor"));
PropertyModule.RegisterCustomClassLayout(TEXT("Foo"), FOnGetDetailCustomizationInstance::CreateStatic(&MyClassThatDerivesFromDetailCustomization::MakeInstance));
This seems to work only if ‘Foo’ is the name of a C++ class though. If I create a pure blueprint class deriving from AActor, the detail customization never gets used and no errors are shown.
Is there any way of customizing the details panel of a class that doesn’t derive from a custom C++ class?