anchor.diff:  };
   ----
   
  -Then in cpp file, we use macro *IMPLEMENT_HIT_PROXY* to implement the proxy. In *Render* we simply loops through all *ExampleTargetPoint* actor and draw all the points (and a line to the actor itself), we choose a different color if this is the current selected point. We set hit proxy for each point before drawing and clears it immediately afterwards (this is important so the proxy doesn't leak through to other draws). In *HandleClick*, we test hit proxy and select point if we have a valid hit. We don't test mouse button here, so you can select with left/right/middle click.
  +Then in cpp file, we use macro *IMPLEMENT_HIT_PROXY* to implement the proxy. In *Render* we simply loops through all *ExampleTargetPoint* actor and draw all the points (and a line to the actor itself), we choose a different color if this is the current selected point. We set hit proxy for each point before drawing and clears it immediately afterwards (this is important so the proxy doesn't leak through to other draws). In *HandleClick*, we test hit proxy and select point if we have a valid hit. We don't check mouse button here, so you can select with left/right/middle click.
   
   .ExampleEdMode.cpp
   [source,cpp]
  
positive.code: }
  ----
  
  Then we call AddSubMenu in MenuTool::MakeMenuEntry, after MenuCommand1 is registered so the submenu comes after that.
  
  .MenuTool.cpp
  [source,cpp]
  
negative.code: 
  image::https://github.com/lxjk/lxjk.github.io/raw/master/images/ue4tools/012.png[,269,align="left"]
  
  If we want option 1 and option 2 to be mutually exclusive. You can have both unchecked or one of them checked, but you cannot have both checked. We want to customize this details panel, so if user check one of them, it will automatically uncheck the other.
  
  Add the following files to editor module "ToolExampleEditor":
  
  