Unreal — How to use Details View and Single Property View in Editor Utility Widget

Details View

Single Property View

Under the hood

  • SoftObjectPath
  • SoftClassPath
  • DataTableRowHandle
  • DataTableCategoryHandle
  • CurveTableRowHandle
  • Vector
  • IntVector
  • Vector4
  • Vector2D
  • IntPoint
  • Rotator
  • LinearColor
  • Color
  • Matrix
  • Transform
  • Quat
  • SlateColor
  • ForceFeedbackAttenuationSettings
  • SoundAttenuationSettings
  • DialogueContext
  • DialogueWaveParameter
  • BodyInstance
  • SlateBrush
  • SlateSound
  • SlateFontInfo
  • Guid
  • Key
  • FloatRange
  • Int32Range
  • FloatInterval
  • Int32Interval
  • DateTime
  • Timespan
  • BlackboardEntry
  • AIDataProviderIntValue
  • AIDataProviderFloatValue
  • AIDataProviderBoolValue
  • RuntimeFloatCurve
  • EnvNamedValue
  • NavigationLink
  • NavigationSegmentLink
  • NavAgentSelector
  • Margin
  • TextProperty
  • DirectoryPath
  • FilePath
  • IOSBuildResourceDirectory
  • IOSBuildResourceFilePath
  • InputAxisConfigEntry
  • InputActionKeyMapping
  • InputAxisKeyMapping
  • RuntimeCurveLinearColor
  • ParticleSysParam
  • RawDistributionVector
  • CollisionProfileName
  • AutoReimportDirectoryConfig
  • AutoReimportWildcard
  • DistanceDatum
  • HierarchicalSimplification
  • MeshProxySettings
  • PostProcessSettings
  • AssetImportInfo
  • CaptureResolution
  • CompositionGraphCapturePasses
  • WeightedBlendable
  • MaterialProxySettings
  • CameraFilmbackSettings
  • CameraLensSettings
  • CameraFocusSettings
  • MovieSceneSequenceLoopCount
  • MovieSceneBindingOverrideData
  • MovieSceneTrackEvalOptions
  • MovieSceneSectionEvalOptions
  • MovieSceneEventParameters
  • FrameRate
  • Timecode
  • LevelSequenceBurnInOptions
  • LevelSequenceBurnInInitSettings
  • CollectionReference
  • PerPlatformInt
  • PerPlatformFloat
  • PerPlatformBool
  • SkeletalMeshOptimizationSettings
  • GrassInput
  • ComponentReference
  • EMaterialShadingModel
  • DebugCameraControllerSettingsViewModeIndex

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