IPS_Editor_SplineEditable interface, spline visibility, snap-to-ground, Play without BaseLevel
Refactor spline system to use IPS_Editor_SplineEditable interface: - New interface in Spline/PS_Editor_SplineEditable.h with all editing methods - APS_Editor_SplineActor and APS_BehaviorEditor_AISpline both implement it - All ~40 Cast<APS_Editor_SplineActor> replaced with Cast<IPS_Editor_SplineEditable> - UndoManager SplinePointAction uses TWeakObjectPtr<AActor> + interface cast - Any actor implementing the interface works with full editor spline editing Spline visibility: - SetVisualizationVisible() hides tube/handles/cube in gameplay (data stays for AI) - SceneLoader calls it when stripping editor components - SplineMatOccluded material added (unused for now, PP occlusion planned) Other improvements: - Snap spline CP to ground on placement (downward raytrace) - Play button works without BaseLevel (uses current editor map) - AISpline triggers SplineNetwork::RebuildNetwork on BeginPlay (next tick) - PS_BehaviorEditor marked EnabledByDefault: false (only active in PROSERVE) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -6,6 +6,7 @@
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"Description": "Bridge plugin: AI Behavior splines editable via PS_Editor runtime editor.",
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"Category": "PS Tools",
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"CreatedBy": "Asterion",
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"EnabledByDefault": false,
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"Modules": [
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{
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"Name": "PS_BehaviorEditor",
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@@ -6,6 +6,7 @@
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#include "Components/StaticMeshComponent.h"
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#include "Engine/StaticMesh.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "PS_AI_Behavior_SplineNetwork.h"
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APS_BehaviorEditor_AISpline::APS_BehaviorEditor_AISpline()
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{
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@@ -82,6 +83,9 @@ void APS_BehaviorEditor_AISpline::BeginPlay()
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CenterCubeMat = UMaterialInstanceDynamic::Create(GizmoMat, this);
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CenterCubeMat->SetVectorParameterValue(TEXT("Color"), SplineColor);
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SplineMatOccluded = UMaterialInstanceDynamic::Create(GizmoMat, this);
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SplineMatOccluded->SetVectorParameterValue(TEXT("Color"), FLinearColor(0.3f, 0.3f, 0.3f));
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}
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// Center cube (selection handle)
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@@ -102,6 +106,18 @@ void APS_BehaviorEditor_AISpline::BeginPlay()
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{
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CenterCube->SetMaterial(0, CenterCubeMat);
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}
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// Rebuild SplineNetwork next tick (all splines from scene load will be ready)
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GetWorld()->GetTimerManager().SetTimerForNextTick([WeakWorld = TWeakObjectPtr<UWorld>(GetWorld())]()
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{
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if (UWorld* World = WeakWorld.Get())
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{
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if (UPS_AI_Behavior_SplineNetwork* Network = World->GetSubsystem<UPS_AI_Behavior_SplineNetwork>())
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{
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Network->RebuildNetwork();
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}
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}
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});
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}
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// ---- Point manipulation ----
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@@ -406,6 +422,23 @@ void APS_BehaviorEditor_AISpline::ClearHandleHighlight()
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}
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}
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// ---- Visibility ----
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void APS_BehaviorEditor_AISpline::SetVisualizationVisible(bool bVisible)
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{
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if (SplineMeshComp) SplineMeshComp->SetVisibility(bVisible);
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if (CenterCube) CenterCube->SetVisibility(bVisible);
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if (HandleRoot) HandleRoot->SetVisibility(bVisible, true);
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for (UStaticMeshComponent* Handle : PointHandles)
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{
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if (Handle)
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{
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Handle->SetVisibility(bVisible);
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Handle->SetCollisionEnabled(bVisible ? ECollisionEnabled::QueryOnly : ECollisionEnabled::NoCollision);
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}
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}
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}
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// ---- Serialization ----
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void APS_BehaviorEditor_AISpline::ExportToCustomProperties(TMap<FString, FString>& OutProperties) const
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@@ -3,6 +3,7 @@
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#include "CoreMinimal.h"
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#include "PS_AI_Behavior_SplinePath.h"
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#include "PS_Editor_PointPlaceable.h"
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#include "PS_Editor_SplineEditable.h"
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#include "PS_BehaviorEditor_AISpline.generated.h"
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class UProceduralMeshComponent;
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@@ -19,7 +20,7 @@ class UPS_Editor_EditableComponent;
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* Includes tube visualization + handles from PS_Editor's spline system.
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*/
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UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "AI Spline (Editor)"))
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class PS_BEHAVIOREDITOR_API APS_BehaviorEditor_AISpline : public APS_AI_Behavior_SplinePath, public IPS_Editor_PointPlaceable
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class PS_BEHAVIOREDITOR_API APS_BehaviorEditor_AISpline : public APS_AI_Behavior_SplinePath, public IPS_Editor_PointPlaceable, public IPS_Editor_SplineEditable
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{
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GENERATED_BODY()
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@@ -39,40 +40,46 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spline|Visual")
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FLinearColor SplineSelectedColor = FLinearColor(0.4f, 0.8f, 1.0f);
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// ---- Point manipulation ----
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// ---- Point manipulation (IPS_Editor_SplineEditable) ----
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void AddPoint(const FVector& WorldPosition);
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void MovePoint(int32 Index, const FVector& NewWorldPosition);
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void RemovePoint(int32 Index);
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int32 GetNumPoints() const;
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FVector GetPointLocation(int32 Index) const;
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TArray<FVector> GetAllPointLocations() const;
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void SetAllPointLocations(const TArray<FVector>& Points);
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void InsertPoint(int32 Index, const FVector& WorldPosition);
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int32 FindInsertIndex(const FVector& WorldLocation) const;
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FVector GetCentroid() const;
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virtual void AddPoint(const FVector& WorldPosition) override;
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virtual void MovePoint(int32 Index, const FVector& NewWorldPosition) override;
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virtual void RemovePoint(int32 Index) override;
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virtual int32 GetNumPoints() const override;
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virtual FVector GetPointLocation(int32 Index) const override;
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virtual TArray<FVector> GetAllPointLocations() const override;
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virtual void SetAllPointLocations(const TArray<FVector>& Points) override;
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virtual void InsertPoint(int32 Index, const FVector& WorldPosition) override;
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virtual int32 FindInsertIndex(const FVector& WorldLocation) const override;
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virtual FVector GetCentroid() const override;
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// ---- Visualization ----
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// ---- Visualization (IPS_Editor_SplineEditable) ----
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void UpdateVisualization();
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virtual void UpdateVisualization() override;
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UFUNCTION(BlueprintCallable, Category = "PS Editor|Spline")
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void UpdateSplineMaterials();
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virtual void UpdateSplineMaterials() override;
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// ---- Handle interaction ----
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// ---- Handle interaction (IPS_Editor_SplineEditable) ----
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int32 GetHandleIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection, float SphereRadius = 15.0f) const;
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void SetHandlesVisible(bool bVisible);
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void SetSelected(bool bSelected);
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bool IsCenterCube(const UPrimitiveComponent* Comp) const;
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bool IsSplineMesh(const UPrimitiveComponent* Comp) const;
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void HighlightHandle(int32 Index);
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void ClearHandleHighlight();
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virtual int32 GetHandleIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection, float SphereRadius = 15.0f) const override;
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virtual void SetHandlesVisible(bool bVisible) override;
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virtual void SetSelected(bool bSelected) override;
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virtual bool IsCenterCube(const UPrimitiveComponent* Comp) const override;
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virtual bool IsSplineMesh(const UPrimitiveComponent* Comp) const override;
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virtual void HighlightHandle(int32 Index) override;
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virtual void ClearHandleHighlight() override;
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// ---- Serialization ----
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// ---- Visibility (IPS_Editor_SplineEditable) ----
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virtual void SetVisualizationVisible(bool bVisible) override;
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void ExportToCustomProperties(TMap<FString, FString>& OutProperties) const;
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void ImportFromCustomProperties(const TMap<FString, FString>& Properties);
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// ---- Serialization (IPS_Editor_SplineEditable) ----
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virtual void ExportToCustomProperties(TMap<FString, FString>& OutProperties) const override;
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virtual void ImportFromCustomProperties(const TMap<FString, FString>& Properties) override;
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// ---- Access (IPS_Editor_SplineEditable) ----
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virtual USplineComponent* GetSplineComponent() const override { return SplineComp; }
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protected:
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virtual void BeginPlay() override;
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@@ -95,6 +102,8 @@ private:
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TObjectPtr<UMaterialInstanceDynamic> HandleMat;
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UPROPERTY()
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TObjectPtr<UMaterialInstanceDynamic> HandleHighlightMat;
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UPROPERTY()
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TObjectPtr<UMaterialInstanceDynamic> SplineMatOccluded;
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UPROPERTY()
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TObjectPtr<UStaticMeshComponent> CenterCube;
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@@ -14,6 +14,7 @@
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#include "PS_Editor_Gizmo.h"
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#include "PS_Editor_UndoManager.h"
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#include "PS_Editor_SplineActor.h"
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#include "PS_Editor_SplineEditable.h"
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#include "Components/SplineComponent.h"
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#include "DrawDebugHelpers.h"
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#include "PS_Editor_ConfirmDialog.h"
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@@ -379,7 +380,7 @@ void APS_Editor_Pawn::HandleLook(const FInputActionValue& Value)
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// Spline point mode: move the single point instead of actors
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if (ActiveSplinePointIndex >= 0 && DraggedSplineActor.IsValid())
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{
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if (APS_Editor_SplineActor* SplineActor = Cast<APS_Editor_SplineActor>(DraggedSplineActor.Get()))
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if (IPS_Editor_SplineEditable* SplineActor = Cast<IPS_Editor_SplineEditable>(DraggedSplineActor.Get()))
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{
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if (SplinePointDragInitialState.IsValidIndex(ActiveSplinePointIndex))
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{
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@@ -472,7 +473,7 @@ void APS_Editor_Pawn::HandleLook(const FInputActionValue& Value)
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if (ActiveSplinePointIndex >= 0 && DraggedSplineActor.IsValid())
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{
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// Following a single spline point
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if (APS_Editor_SplineActor* SplineActor = Cast<APS_Editor_SplineActor>(DraggedSplineActor.Get()))
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if (IPS_Editor_SplineEditable* SplineActor = Cast<IPS_Editor_SplineEditable>(DraggedSplineActor.Get()))
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{
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Gizmo->SetActorLocation(SplineActor->GetPointLocation(ActiveSplinePointIndex));
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}
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@@ -480,7 +481,7 @@ void APS_Editor_Pawn::HandleLook(const FInputActionValue& Value)
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else if (Selected.Num() == 1)
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{
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// Single actor: use centroid for splines, location for others
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if (APS_Editor_SplineActor* SplineActor = Cast<APS_Editor_SplineActor>(Selected[0].Get()))
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if (IPS_Editor_SplineEditable* SplineActor = Cast<IPS_Editor_SplineEditable>(Selected[0].Get()))
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{
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Gizmo->SetActorLocation(SplineActor->GetCentroid());
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}
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@@ -507,7 +508,7 @@ void APS_Editor_Pawn::HandleLook(const FInputActionValue& Value)
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else if (CameraMode == EPS_Editor_CameraMode::SplinePointDrag)
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{
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// Drag spline point along horizontal plane
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APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(DraggedSplineActor.Get());
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IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(DraggedSplineActor.Get());
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if (!Spline || ActiveSplinePointIndex < 0) return;
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FVector RayOrigin, RayDir;
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@@ -585,23 +586,23 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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if (Mode == EPS_Editor_EditorMode::SplinePlacement || Mode == EPS_Editor_EditorMode::SplinePlacement)
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{
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// Collect candidate splines: selected actors + active placement actor
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TArray<APS_Editor_SplineActor*> CandidateSplines;
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TArray<IPS_Editor_SplineEditable*> CandidateSplines;
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if (UPS_Editor_SelectionManager* SM = EdPC->GetSelectionManager())
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{
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for (const TWeakObjectPtr<AActor>& Weak : SM->GetSelectedActors())
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{
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if (APS_Editor_SplineActor* S = Cast<APS_Editor_SplineActor>(Weak.Get()))
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if (IPS_Editor_SplineEditable* S = Cast<IPS_Editor_SplineEditable>(Weak.Get()))
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{
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CandidateSplines.AddUnique(S);
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}
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}
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}
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if (APS_Editor_SplineActor* ActiveSpline = Cast<APS_Editor_SplineActor>(EdPC->GetActivePlacementActor()))
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if (IPS_Editor_SplineEditable* ActiveSpline = Cast<IPS_Editor_SplineEditable>(EdPC->GetActivePlacementActor()))
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{
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CandidateSplines.AddUnique(ActiveSpline);
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}
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for (APS_Editor_SplineActor* Spline : CandidateSplines)
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for (IPS_Editor_SplineEditable* Spline : CandidateSplines)
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{
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// Center cube check (skip in SplinePlacement — no center cube interaction during creation)
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if (Mode == EPS_Editor_EditorMode::SplinePlacement)
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@@ -626,7 +627,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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if (HandleIdx >= 0)
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{
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ActiveSplinePointIndex = HandleIdx;
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DraggedSplineActor = Spline;
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DraggedSplineActor = Cast<AActor>(Spline);
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Spline->HighlightHandle(HandleIdx);
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if (UPS_Editor_SelectionManager* SM = EdPC->GetSelectionManager())
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@@ -650,16 +651,16 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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if (EdPC2->GetEditorMode() == EPS_Editor_EditorMode::SplinePlacement)
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{
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// Collect candidate splines: selected + active placement actor
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TArray<APS_Editor_SplineActor*> TubeCandidates;
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TArray<IPS_Editor_SplineEditable*> TubeCandidates;
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if (UPS_Editor_SelectionManager* SM2 = EdPC2->GetSelectionManager())
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{
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for (const TWeakObjectPtr<AActor>& Weak : SM2->GetSelectedActors())
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{
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if (APS_Editor_SplineActor* S = Cast<APS_Editor_SplineActor>(Weak.Get()))
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if (IPS_Editor_SplineEditable* S = Cast<IPS_Editor_SplineEditable>(Weak.Get()))
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TubeCandidates.AddUnique(S);
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}
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}
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if (APS_Editor_SplineActor* ActiveSpline = Cast<APS_Editor_SplineActor>(EdPC2->GetActivePlacementActor()))
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if (IPS_Editor_SplineEditable* ActiveSpline = Cast<IPS_Editor_SplineEditable>(EdPC2->GetActivePlacementActor()))
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{
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TubeCandidates.AddUnique(ActiveSpline);
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}
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@@ -673,7 +674,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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if (GetWorld()->LineTraceSingleByChannel(LineHit, RayOrigin, TraceEnd, ECC_Camera, LineParams))
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{
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for (APS_Editor_SplineActor* Spline : TubeCandidates)
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for (IPS_Editor_SplineEditable* Spline : TubeCandidates)
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{
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if (Spline->IsSplineMesh(LineHit.GetComponent()))
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@@ -687,7 +688,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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if (UPS_Editor_UndoManager* UM = EdPC2->GetUndoManager())
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{
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TSharedPtr<FPS_Editor_SplinePointAction> Action = MakeShared<FPS_Editor_SplinePointAction>();
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Action->SplineActor = Spline;
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Action->SplineActor = Cast<AActor>(Spline);
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Action->OldPoints = OldPoints;
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Action->NewPoints = Spline->GetAllPointLocations();
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Action->Description = TEXT("Insert spline point");
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@@ -695,7 +696,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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}
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ActiveSplinePointIndex = InsertIdx;
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DraggedSplineActor = Spline;
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DraggedSplineActor = Cast<AActor>(Spline);
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Spline->HighlightHandle(InsertIdx);
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if (UPS_Editor_SelectionManager* InsertSM = EdPC2->GetSelectionManager())
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@@ -721,13 +722,13 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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{
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if (EdPC3->GetEditorMode() == EPS_Editor_EditorMode::SplinePlacement)
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{
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if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(EdPC3->GetActivePlacementActor()))
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if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(EdPC3->GetActivePlacementActor()))
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{
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// Raycast to get world click position
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FHitResult AddHit;
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FCollisionQueryParams AddParams;
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AddParams.AddIgnoredActor(this);
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AddParams.AddIgnoredActor(Spline);
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AddParams.AddIgnoredActor(Cast<AActor>(Spline));
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const FVector AddEnd = RayOrigin + RayDir * 100000.0f;
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FVector ClickPos;
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@@ -746,7 +747,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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if (UPS_Editor_UndoManager* UM = EdPC3->GetUndoManager())
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{
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TSharedPtr<FPS_Editor_SplinePointAction> Action = MakeShared<FPS_Editor_SplinePointAction>();
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Action->SplineActor = Spline;
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Action->SplineActor = Cast<AActor>(Spline);
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Action->OldPoints = OldPoints;
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Action->NewPoints = Spline->GetAllPointLocations();
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Action->Description = TEXT("Add spline point");
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@@ -756,7 +757,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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// Select the new point
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const int32 NewIdx = Spline->GetNumPoints() - 1;
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ActiveSplinePointIndex = NewIdx;
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DraggedSplineActor = Spline;
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DraggedSplineActor = Cast<AActor>(Spline);
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Spline->HighlightHandle(NewIdx);
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if (UPS_Editor_SelectionManager* SM3 = EdPC3->GetSelectionManager())
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@@ -800,10 +801,10 @@ void APS_Editor_Pawn::HandleLeftClickCompleted(const FInputActionValue& Value)
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// Spline point drag: record SplinePointAction
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if (ActiveSplinePointIndex >= 0 && DraggedSplineActor.IsValid())
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{
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if (APS_Editor_SplineActor* SplineActor = Cast<APS_Editor_SplineActor>(DraggedSplineActor.Get()))
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if (IPS_Editor_SplineEditable* SplineActor = Cast<IPS_Editor_SplineEditable>(DraggedSplineActor.Get()))
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{
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TSharedPtr<FPS_Editor_SplinePointAction> Action = MakeShared<FPS_Editor_SplinePointAction>();
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Action->SplineActor = SplineActor;
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Action->SplineActor = Cast<AActor>(SplineActor);
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Action->OldPoints = SplinePointDragInitialState;
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Action->NewPoints = SplineActor->GetAllPointLocations();
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Action->Description = TEXT("Move spline point");
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@@ -852,7 +853,7 @@ void APS_Editor_Pawn::HandleLeftClickCompleted(const FInputActionValue& Value)
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if (ActiveSplinePointIndex >= 0 && DraggedSplineActor.IsValid())
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{
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// Keep gizmo at the active spline point
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if (APS_Editor_SplineActor* SplineActor = Cast<APS_Editor_SplineActor>(DraggedSplineActor.Get()))
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if (IPS_Editor_SplineEditable* SplineActor = Cast<IPS_Editor_SplineEditable>(DraggedSplineActor.Get()))
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{
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if (APS_Editor_Gizmo* G = SM2->GetGizmo())
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{
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@@ -872,14 +873,14 @@ void APS_Editor_Pawn::HandleLeftClickCompleted(const FInputActionValue& Value)
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else if (CameraMode == EPS_Editor_CameraMode::SplinePointDrag)
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{
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// Record undo for spline point move
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if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(DraggedSplineActor.Get()))
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if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(DraggedSplineActor.Get()))
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{
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if (APS_Editor_PlayerController* EditorPC = Cast<APS_Editor_PlayerController>(GetController()))
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{
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if (UPS_Editor_UndoManager* UM = EditorPC->GetUndoManager())
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{
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TSharedPtr<FPS_Editor_SplinePointAction> Action = MakeShared<FPS_Editor_SplinePointAction>();
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Action->SplineActor = Spline;
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Action->SplineActor = Cast<AActor>(Spline);
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Action->OldPoints = SplinePointDragInitialState;
|
||||
Action->NewPoints = Spline->GetAllPointLocations();
|
||||
Action->Description = TEXT("Move spline point");
|
||||
@@ -973,7 +974,7 @@ void APS_Editor_Pawn::HandleDelete(const FInputActionValue& Value)
|
||||
if (EditorPC->GetEditorMode() == EPS_Editor_EditorMode::SplinePlacement
|
||||
&& ActiveSplinePointIndex >= 0 && DraggedSplineActor.IsValid())
|
||||
{
|
||||
APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(DraggedSplineActor.Get());
|
||||
IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(DraggedSplineActor.Get());
|
||||
if (Spline && Spline->GetNumPoints() > 2)
|
||||
{
|
||||
TArray<FVector> OldPoints = Spline->GetAllPointLocations();
|
||||
@@ -982,7 +983,7 @@ void APS_Editor_Pawn::HandleDelete(const FInputActionValue& Value)
|
||||
if (UPS_Editor_UndoManager* UM = EditorPC->GetUndoManager())
|
||||
{
|
||||
TSharedPtr<FPS_Editor_SplinePointAction> Action = MakeShared<FPS_Editor_SplinePointAction>();
|
||||
Action->SplineActor = Spline;
|
||||
Action->SplineActor = Cast<AActor>(Spline);
|
||||
Action->OldPoints = OldPoints;
|
||||
Action->NewPoints = Spline->GetAllPointLocations();
|
||||
Action->Description = TEXT("Delete spline point");
|
||||
@@ -1089,7 +1090,7 @@ void APS_Editor_Pawn::HandleSnapToGround(const FInputActionValue& Value)
|
||||
// If a spline point is selected (in edit or placement mode), snap that point to ground
|
||||
if (ActiveSplinePointIndex >= 0 && DraggedSplineActor.IsValid())
|
||||
{
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(DraggedSplineActor.Get()))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(DraggedSplineActor.Get()))
|
||||
{
|
||||
const FVector PointLoc = Spline->GetPointLocation(ActiveSplinePointIndex);
|
||||
const FVector TraceStart = PointLoc + FVector(0.0f, 0.0f, 1.0f); // Just above current position
|
||||
@@ -1097,7 +1098,7 @@ void APS_Editor_Pawn::HandleSnapToGround(const FInputActionValue& Value)
|
||||
|
||||
FHitResult Hit;
|
||||
FCollisionQueryParams Params;
|
||||
Params.AddIgnoredActor(Spline);
|
||||
Params.AddIgnoredActor(Cast<AActor>(Spline));
|
||||
Params.AddIgnoredActor(this);
|
||||
if (UPS_Editor_SelectionManager* SnapSM = EditorPC->GetSelectionManager())
|
||||
{
|
||||
@@ -1132,7 +1133,7 @@ void APS_Editor_Pawn::HandleSnapToGround(const FInputActionValue& Value)
|
||||
if (UPS_Editor_UndoManager* UM = EditorPC->GetUndoManager())
|
||||
{
|
||||
TSharedPtr<FPS_Editor_SplinePointAction> Action = MakeShared<FPS_Editor_SplinePointAction>();
|
||||
Action->SplineActor = Spline;
|
||||
Action->SplineActor = Cast<AActor>(Spline);
|
||||
Action->OldPoints = OldPoints;
|
||||
Action->NewPoints = Spline->GetAllPointLocations();
|
||||
Action->Description = TEXT("Snap spline point to ground");
|
||||
@@ -1438,7 +1439,7 @@ void APS_Editor_Pawn::BeginGizmoDrag(EPS_Editor_GizmoAxis Axis)
|
||||
// Store initial spline state if editing a point
|
||||
if (ActiveSplinePointIndex >= 0 && DraggedSplineActor.IsValid())
|
||||
{
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(DraggedSplineActor.Get()))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(DraggedSplineActor.Get()))
|
||||
{
|
||||
SplinePointDragInitialState = Spline->GetAllPointLocations();
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "PS_Editor_Gizmo.h"
|
||||
#include "PS_Editor_Pawn.h"
|
||||
#include "PS_Editor_SplineActor.h"
|
||||
#include "PS_Editor_SplineEditable.h"
|
||||
#include "PS_Editor_PointPlaceable.h"
|
||||
#include "Engine/LevelStreamingDynamic.h"
|
||||
#include "Engine/PostProcessVolume.h"
|
||||
@@ -164,9 +165,9 @@ void APS_Editor_PlayerController::OnPossess(APawn* InPawn)
|
||||
}
|
||||
}
|
||||
|
||||
APS_Editor_SplineActor* APS_Editor_PlayerController::GetActiveSplineActor() const
|
||||
IPS_Editor_SplineEditable* APS_Editor_PlayerController::GetActiveSplineActor() const
|
||||
{
|
||||
return Cast<APS_Editor_SplineActor>(ActivePlacementActor);
|
||||
return Cast<IPS_Editor_SplineEditable>(ActivePlacementActor);
|
||||
}
|
||||
|
||||
void APS_Editor_PlayerController::CloseEditor()
|
||||
@@ -223,7 +224,7 @@ void APS_Editor_PlayerController::BeginPointPlacementAppend(AActor* ExistingActo
|
||||
EditorMode = EPS_Editor_EditorMode::SplinePlacement;
|
||||
|
||||
// Store initial state for undo (spline-specific)
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(ExistingActor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(ExistingActor))
|
||||
{
|
||||
AppendInitialPoints = Spline->GetAllPointLocations();
|
||||
Spline->SetHandlesVisible(true);
|
||||
@@ -240,7 +241,7 @@ void APS_Editor_PlayerController::FinishPointPlacement()
|
||||
AppendInitialPoints.Empty();
|
||||
EditorMode = EPS_Editor_EditorMode::Normal;
|
||||
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(PlacementActor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(PlacementActor))
|
||||
{
|
||||
Spline->SetHandlesVisible(false);
|
||||
Spline->ClearHandleHighlight();
|
||||
@@ -439,6 +440,22 @@ void APS_Editor_PlayerController::HandleEditorClick(FVector2D ScreenPos, bool bA
|
||||
ClickWorldPos = WorldOrigin + WorldDirection * 1000.0f;
|
||||
}
|
||||
|
||||
// Snap spline CP to ground: trace downward from click point
|
||||
{
|
||||
FHitResult GroundHit;
|
||||
FCollisionQueryParams GroundParams;
|
||||
GroundParams.AddIgnoredActor(GetPawn());
|
||||
if (ActivePlacementActor) GroundParams.AddIgnoredActor(ActivePlacementActor);
|
||||
|
||||
const FVector GroundStart = ClickWorldPos + FVector(0.0f, 0.0f, 50.0f);
|
||||
const FVector GroundEnd = ClickWorldPos - FVector(0.0f, 0.0f, 10000.0f);
|
||||
|
||||
if (GetWorld()->LineTraceSingleByChannel(GroundHit, GroundStart, GroundEnd, ECC_Visibility, GroundParams))
|
||||
{
|
||||
ClickWorldPos = GroundHit.ImpactPoint + FVector(0.0f, 0.0f, 5.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (!ActivePlacementActor)
|
||||
{
|
||||
// First click: spawn the actor, track immediately, record undo
|
||||
@@ -470,7 +487,7 @@ void APS_Editor_PlayerController::HandleEditorClick(FVector2D ScreenPos, bool bA
|
||||
}
|
||||
|
||||
// Check if we clicked on the existing spline tube → insert instead of append
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(ActivePlacementActor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(ActivePlacementActor))
|
||||
{
|
||||
if (Spline->GetNumPoints() >= 2)
|
||||
{
|
||||
@@ -494,7 +511,7 @@ void APS_Editor_PlayerController::HandleEditorClick(FVector2D ScreenPos, bool bA
|
||||
}
|
||||
|
||||
// Default: add point at end via the interface (with undo)
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(ActivePlacementActor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(ActivePlacementActor))
|
||||
{
|
||||
TArray<FVector> OldPoints = Spline->GetAllPointLocations();
|
||||
Spline->AddPoint(ClickWorldPos);
|
||||
@@ -502,7 +519,7 @@ void APS_Editor_PlayerController::HandleEditorClick(FVector2D ScreenPos, bool bA
|
||||
if (UndoManager)
|
||||
{
|
||||
TSharedPtr<FPS_Editor_SplinePointAction> Action = MakeShared<FPS_Editor_SplinePointAction>();
|
||||
Action->SplineActor = Spline;
|
||||
Action->SplineActor = Cast<AActor>(Spline);
|
||||
Action->OldPoints = OldPoints;
|
||||
Action->NewPoints = Spline->GetAllPointLocations();
|
||||
Action->Description = TEXT("Add spline point");
|
||||
|
||||
@@ -12,6 +12,7 @@ class UPS_Editor_SpawnCatalog;
|
||||
class UPS_Editor_MasterCatalog;
|
||||
class UPS_Editor_SceneSerializer;
|
||||
class APS_Editor_SplineActor;
|
||||
class IPS_Editor_SplineEditable;
|
||||
class IPS_Editor_PointPlaceable;
|
||||
class ULevelStreamingDynamic;
|
||||
|
||||
@@ -91,7 +92,7 @@ public:
|
||||
bool IsAppendingToActor() const { return bAppendingToActor; }
|
||||
|
||||
// Legacy convenience (for spline-specific code like point editing)
|
||||
APS_Editor_SplineActor* GetActiveSplineActor() const;
|
||||
IPS_Editor_SplineEditable* GetActiveSplineActor() const;
|
||||
|
||||
/** Convenience: enter point placement for an existing spline. */
|
||||
void BeginSplineEditing(AActor* Spline) { BeginPointPlacementAppend(Spline); }
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "PS_Editor_EditableComponent.h"
|
||||
#include "PS_Editor_SpawnableComponent.h"
|
||||
#include "PS_Editor_SplineActor.h"
|
||||
#include "PS_Editor_SplineEditable.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "Engine/World.h"
|
||||
#include "GameFramework/Pawn.h"
|
||||
@@ -188,7 +189,7 @@ void UPS_Editor_SelectionManager::SelectActor(AActor* Actor)
|
||||
OnSelectionChanged.Broadcast();
|
||||
|
||||
// Mark spline as selected (handles shown only in SplineEditing mode, not here)
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(Actor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor))
|
||||
{
|
||||
Spline->SetSelected(true);
|
||||
}
|
||||
@@ -215,7 +216,7 @@ void UPS_Editor_SelectionManager::DeselectActor(AActor* Actor)
|
||||
OnSelectionChanged.Broadcast();
|
||||
|
||||
// Unmark spline
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(Actor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor))
|
||||
{
|
||||
Spline->SetHandlesVisible(false);
|
||||
Spline->SetSelected(false);
|
||||
@@ -258,7 +259,7 @@ void UPS_Editor_SelectionManager::ClearSelection()
|
||||
SetActorHighlight(Actor, false);
|
||||
|
||||
// Spline-specific cleanup
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(Actor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor))
|
||||
{
|
||||
Spline->SetHandlesVisible(false);
|
||||
Spline->SetSelected(false);
|
||||
@@ -316,7 +317,7 @@ FVector UPS_Editor_SelectionManager::GetSelectionPivot() const
|
||||
if (AActor* Actor = Weak.Get())
|
||||
{
|
||||
// For SplineActors, use the centroid of all points as pivot
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(Actor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor))
|
||||
{
|
||||
Sum += Spline->GetCentroid();
|
||||
}
|
||||
@@ -523,7 +524,7 @@ void UPS_Editor_SelectionManager::UpdateGizmo()
|
||||
// Override pivot for SplineActors: use centroid so gizmo aligns with center cube
|
||||
if (SelectedActors.Num() == 1)
|
||||
{
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(SelectedActors[0].Get()))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(SelectedActors[0].Get()))
|
||||
{
|
||||
Pivot = Spline->GetCentroid();
|
||||
}
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
#include "PS_Editor_UndoManager.h"
|
||||
#include "PS_Editor_SplineActor.h"
|
||||
#include "PS_Editor_SplineEditable.h"
|
||||
#include "UObject/UnrealType.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
|
||||
void FPS_Editor_SplinePointAction::Execute()
|
||||
{
|
||||
if (APS_Editor_SplineActor* Spline = SplineActor.Get())
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(SplineActor.Get()))
|
||||
{
|
||||
Spline->SetAllPointLocations(NewPoints);
|
||||
}
|
||||
@@ -13,7 +13,7 @@ void FPS_Editor_SplinePointAction::Execute()
|
||||
|
||||
void FPS_Editor_SplinePointAction::Undo()
|
||||
{
|
||||
if (APS_Editor_SplineActor* Spline = SplineActor.Get())
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(SplineActor.Get()))
|
||||
{
|
||||
Spline->SetAllPointLocations(OldPoints);
|
||||
}
|
||||
|
||||
@@ -158,17 +158,16 @@ struct FPS_Editor_SpawnAction : public FPS_Editor_Action
|
||||
}
|
||||
};
|
||||
|
||||
class APS_Editor_SplineActor;
|
||||
|
||||
/**
|
||||
* Records a spline point state change (move, add, remove).
|
||||
* Stores full state snapshots (all points before/after) for simplicity.
|
||||
* SplineActor must implement IPS_Editor_SplineEditable.
|
||||
*/
|
||||
struct FPS_Editor_SplinePointAction : public FPS_Editor_Action
|
||||
{
|
||||
FPS_Editor_SplinePointAction() : FPS_Editor_Action(EPS_Editor_ActionType::SplinePointChange) {}
|
||||
|
||||
TWeakObjectPtr<APS_Editor_SplineActor> SplineActor;
|
||||
TWeakObjectPtr<AActor> SplineActor;
|
||||
TArray<FVector> OldPoints;
|
||||
TArray<FVector> NewPoints;
|
||||
FString Description;
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "PS_Editor_EditableInterface.h"
|
||||
#include "PS_Editor_SpawnableComponent.h"
|
||||
#include "PS_Editor_SplineActor.h"
|
||||
#include "PS_Editor_SplineEditable.h"
|
||||
#include "PS_Editor_PointPlaceable.h"
|
||||
#include "JsonObjectConverter.h"
|
||||
#include "Misc/FileHelper.h"
|
||||
@@ -74,6 +75,12 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
|
||||
{
|
||||
Comp->DestroyComponent();
|
||||
}
|
||||
|
||||
// Hide spline visualization in gameplay (tube, handles) — data stays for AI
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor))
|
||||
{
|
||||
Spline->SetVisualizationVisible(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -144,7 +151,7 @@ AActor* UPS_Editor_SceneLoader::SpawnActorFromData(UWorld* World, const FPS_Edit
|
||||
}
|
||||
|
||||
// Import spline data if applicable
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(SpawnedActor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(SpawnedActor))
|
||||
{
|
||||
Spline->ImportFromCustomProperties(ActorData.CustomProperties);
|
||||
}
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "PS_Editor_PlayerController.h"
|
||||
#include "PS_Editor_SceneLoader.h"
|
||||
#include "PS_Editor_SplineActor.h"
|
||||
#include "PS_Editor_SplineEditable.h"
|
||||
#include "JsonObjectConverter.h"
|
||||
#include "Misc/FileHelper.h"
|
||||
#include "Misc/Paths.h"
|
||||
@@ -47,7 +48,7 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_
|
||||
ActorData.Scale = Actor->GetActorScale3D();
|
||||
|
||||
// Export spline data
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(Actor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor))
|
||||
{
|
||||
Spline->ExportToCustomProperties(ActorData.CustomProperties);
|
||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Exported spline with %d points, class=%s"),
|
||||
@@ -214,7 +215,7 @@ bool UPS_Editor_SceneSerializer::LoadScene(const FString& SceneName, UPS_Editor_
|
||||
}
|
||||
|
||||
// Import spline data
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(SpawnedActor))
|
||||
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(SpawnedActor))
|
||||
{
|
||||
Spline->ImportFromCustomProperties(ActorData.CustomProperties);
|
||||
}
|
||||
|
||||
@@ -87,6 +87,10 @@ void APS_Editor_SplineActor::BeginPlay()
|
||||
|
||||
CenterCubeMat = UMaterialInstanceDynamic::Create(GizmoMat, this);
|
||||
CenterCubeMat->SetVectorParameterValue(TEXT("Color"), SplineColor);
|
||||
|
||||
// Occluded pass: gray, no depth test — visible through walls
|
||||
SplineMatOccluded = UMaterialInstanceDynamic::Create(GizmoMat, this);
|
||||
SplineMatOccluded->SetVectorParameterValue(TEXT("Color"), FLinearColor(0.3f, 0.3f, 0.3f));
|
||||
}
|
||||
|
||||
// Create center cube (selection handle for whole spline)
|
||||
@@ -255,14 +259,12 @@ void APS_Editor_SplineActor::UpdateVisualization()
|
||||
}
|
||||
|
||||
SplineMeshComp->ClearAllMeshSections();
|
||||
|
||||
SplineMeshComp->CreateMeshSection(0, Vertices, Triangles, Normals, UVs, TArray<FColor>(), TArray<FProcMeshTangent>(), true);
|
||||
|
||||
// Force collision and bounds update immediately
|
||||
SplineMeshComp->UpdateBounds();
|
||||
SplineMeshComp->MarkRenderStateDirty();
|
||||
|
||||
// Apply the current material (normal or selected)
|
||||
// Check if handles are visible as a proxy for "selected" state
|
||||
const bool bCurrentlySelected = (PointHandles.Num() > 0 && PointHandles[0] && PointHandles[0]->IsVisible());
|
||||
UMaterialInstanceDynamic* LineMat = (bCurrentlySelected && SplineMatSelected) ? SplineMatSelected : SplineMat;
|
||||
if (LineMat)
|
||||
@@ -458,6 +460,21 @@ void APS_Editor_SplineActor::UpdateSplineMaterials()
|
||||
}
|
||||
}
|
||||
|
||||
void APS_Editor_SplineActor::SetVisualizationVisible(bool bVisible)
|
||||
{
|
||||
if (SplineMeshComp) SplineMeshComp->SetVisibility(bVisible);
|
||||
if (CenterCube) CenterCube->SetVisibility(bVisible);
|
||||
if (HandleRoot) HandleRoot->SetVisibility(bVisible, true);
|
||||
for (UStaticMeshComponent* Handle : PointHandles)
|
||||
{
|
||||
if (Handle)
|
||||
{
|
||||
Handle->SetVisibility(bVisible);
|
||||
Handle->SetCollisionEnabled(bVisible ? ECollisionEnabled::QueryOnly : ECollisionEnabled::NoCollision);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool APS_Editor_SplineActor::IsSplineMesh(const UPrimitiveComponent* Comp) const
|
||||
{
|
||||
return Comp && Comp == SplineMeshComp;
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "PS_Editor_PointPlaceable.h"
|
||||
#include "PS_Editor_SplineEditable.h"
|
||||
#include "PS_Editor_SplineActor.generated.h"
|
||||
|
||||
class USplineComponent;
|
||||
@@ -15,7 +16,7 @@ class UPS_Editor_EditableComponent;
|
||||
* Renders as a visible quad strip with clickable point handles.
|
||||
*/
|
||||
UCLASS()
|
||||
class PS_EDITOR_API APS_Editor_SplineActor : public AActor, public IPS_Editor_PointPlaceable
|
||||
class PS_EDITOR_API APS_Editor_SplineActor : public AActor, public IPS_Editor_PointPlaceable, public IPS_Editor_SplineEditable
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@@ -46,74 +47,77 @@ public:
|
||||
// ---- Point manipulation ----
|
||||
|
||||
/** Add a point at the end of the spline (world space). */
|
||||
void AddPoint(const FVector& WorldPosition);
|
||||
virtual void AddPoint(const FVector& WorldPosition) override;
|
||||
|
||||
/** Move an existing point to a new world position. */
|
||||
void MovePoint(int32 Index, const FVector& NewWorldPosition);
|
||||
virtual void MovePoint(int32 Index, const FVector& NewWorldPosition) override;
|
||||
|
||||
/** Remove a point by index. */
|
||||
void RemovePoint(int32 Index);
|
||||
virtual void RemovePoint(int32 Index) override;
|
||||
|
||||
/** Get the number of spline points. */
|
||||
int32 GetNumPoints() const;
|
||||
virtual int32 GetNumPoints() const override;
|
||||
|
||||
/** Get the world position of a spline point. */
|
||||
FVector GetPointLocation(int32 Index) const;
|
||||
virtual FVector GetPointLocation(int32 Index) const override;
|
||||
|
||||
/** Get all point world positions (for undo snapshots). */
|
||||
TArray<FVector> GetAllPointLocations() const;
|
||||
virtual TArray<FVector> GetAllPointLocations() const override;
|
||||
|
||||
/** Set all point positions at once (for undo restore). Rebuilds handles and visualization. */
|
||||
void SetAllPointLocations(const TArray<FVector>& Points);
|
||||
virtual void SetAllPointLocations(const TArray<FVector>& Points) override;
|
||||
|
||||
// ---- Visualization ----
|
||||
|
||||
/** Regenerate the line mesh and reposition all handles. */
|
||||
void UpdateVisualization();
|
||||
virtual void UpdateVisualization() override;
|
||||
|
||||
/** Re-apply SplineColor to materials (call after changing SplineColor at runtime). */
|
||||
UFUNCTION(BlueprintCallable, Category = "PS Editor|Spline")
|
||||
void UpdateSplineMaterials();
|
||||
virtual void UpdateSplineMaterials() override;
|
||||
|
||||
// ---- Handle interaction ----
|
||||
|
||||
/** Find which point handle is under the cursor ray. Returns -1 if none. */
|
||||
int32 GetHandleIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection, float SphereRadius = 15.0f) const;
|
||||
virtual int32 GetHandleIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection, float SphereRadius = 15.0f) const override;
|
||||
|
||||
/** Show or hide all point handles and center cube. */
|
||||
void SetHandlesVisible(bool bVisible);
|
||||
virtual void SetHandlesVisible(bool bVisible) override;
|
||||
|
||||
/** Set the spline's selected state (changes line + cube color). */
|
||||
void SetSelected(bool bSelected);
|
||||
virtual void SetSelected(bool bSelected) override;
|
||||
|
||||
/** Returns true if the given component is the center cube. */
|
||||
bool IsCenterCube(const UPrimitiveComponent* Comp) const;
|
||||
virtual bool IsCenterCube(const UPrimitiveComponent* Comp) const override;
|
||||
|
||||
/** Highlight a specific handle (yellow), others go back to normal (white). */
|
||||
void HighlightHandle(int32 Index);
|
||||
virtual void HighlightHandle(int32 Index) override;
|
||||
|
||||
/** Clear all handle highlights. */
|
||||
void ClearHandleHighlight();
|
||||
virtual void ClearHandleHighlight() override;
|
||||
|
||||
// ---- Serialization ----
|
||||
|
||||
/** Returns true if the given component is the spline line mesh. */
|
||||
bool IsSplineMesh(const UPrimitiveComponent* Comp) const;
|
||||
virtual bool IsSplineMesh(const UPrimitiveComponent* Comp) const override;
|
||||
|
||||
/** Find the best insertion index for a new point at the given world location. */
|
||||
int32 FindInsertIndex(const FVector& WorldLocation) const;
|
||||
virtual int32 FindInsertIndex(const FVector& WorldLocation) const override;
|
||||
|
||||
/** Insert a point at a specific index. */
|
||||
void InsertPoint(int32 Index, const FVector& WorldPosition);
|
||||
virtual void InsertPoint(int32 Index, const FVector& WorldPosition) override;
|
||||
|
||||
/** Get the centroid of all spline points (world space). Used as pivot for gizmo. */
|
||||
FVector GetCentroid() const;
|
||||
virtual FVector GetCentroid() const override;
|
||||
|
||||
/** Hide/show the spline visualization. */
|
||||
virtual void SetVisualizationVisible(bool bVisible) override;
|
||||
|
||||
/** Export spline data to a key-value map (for JSON serialization). */
|
||||
void ExportToCustomProperties(TMap<FString, FString>& OutProperties) const;
|
||||
virtual void ExportToCustomProperties(TMap<FString, FString>& OutProperties) const override;
|
||||
|
||||
/** Import spline data from a key-value map (for scene loading). */
|
||||
void ImportFromCustomProperties(const TMap<FString, FString>& Properties);
|
||||
virtual void ImportFromCustomProperties(const TMap<FString, FString>& Properties) override;
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
@@ -144,6 +148,9 @@ private:
|
||||
UPROPERTY()
|
||||
TObjectPtr<UMaterialInstanceDynamic> HandleHighlightMat;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<UMaterialInstanceDynamic> SplineMatOccluded; // Gray, no depth test — visible through walls
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<UStaticMeshComponent> CenterCube;
|
||||
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/Interface.h"
|
||||
#include "PS_Editor_SplineEditable.generated.h"
|
||||
|
||||
class USplineComponent;
|
||||
|
||||
UINTERFACE(BlueprintType, meta = (DisplayName = "PS Editor Spline Editable"))
|
||||
class PS_EDITOR_API UPS_Editor_SplineEditable : public UInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
};
|
||||
|
||||
/**
|
||||
* Interface for any actor that provides spline editing in PS_Editor.
|
||||
* Implemented by APS_Editor_SplineActor and APS_BehaviorEditor_AISpline.
|
||||
*
|
||||
* The editor (Pawn, SelectionManager, Serializer, etc.) casts to this interface
|
||||
* instead of a concrete class, so any spline-like actor works with the full
|
||||
* editing flow: point placement, handle drag, insert, delete, undo, serialization.
|
||||
*/
|
||||
class PS_EDITOR_API IPS_Editor_SplineEditable
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// ---- Point manipulation ----
|
||||
virtual void AddPoint(const FVector& WorldPosition) = 0;
|
||||
virtual void MovePoint(int32 Index, const FVector& NewWorldPosition) = 0;
|
||||
virtual void RemovePoint(int32 Index) = 0;
|
||||
virtual int32 GetNumPoints() const = 0;
|
||||
virtual FVector GetPointLocation(int32 Index) const = 0;
|
||||
virtual TArray<FVector> GetAllPointLocations() const = 0;
|
||||
virtual void SetAllPointLocations(const TArray<FVector>& Points) = 0;
|
||||
virtual void InsertPoint(int32 Index, const FVector& WorldPosition) = 0;
|
||||
virtual int32 FindInsertIndex(const FVector& WorldLocation) const = 0;
|
||||
virtual FVector GetCentroid() const = 0;
|
||||
|
||||
// ---- Visualization ----
|
||||
virtual void UpdateVisualization() = 0;
|
||||
virtual void UpdateSplineMaterials() = 0;
|
||||
|
||||
// ---- Handle interaction ----
|
||||
virtual int32 GetHandleIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection, float SphereRadius = 15.0f) const = 0;
|
||||
virtual void SetHandlesVisible(bool bVisible) = 0;
|
||||
virtual void SetSelected(bool bSelected) = 0;
|
||||
virtual bool IsCenterCube(const UPrimitiveComponent* Comp) const = 0;
|
||||
virtual bool IsSplineMesh(const UPrimitiveComponent* Comp) const = 0;
|
||||
virtual void HighlightHandle(int32 Index) = 0;
|
||||
virtual void ClearHandleHighlight() = 0;
|
||||
|
||||
// ---- Serialization ----
|
||||
virtual void ExportToCustomProperties(TMap<FString, FString>& OutProperties) const = 0;
|
||||
virtual void ImportFromCustomProperties(const TMap<FString, FString>& Properties) = 0;
|
||||
|
||||
// ---- Visibility ----
|
||||
/** Hide/show the spline visualization (tube, handles, center cube). Data remains for AI. */
|
||||
virtual void SetVisualizationVisible(bool bVisible) = 0;
|
||||
|
||||
// ---- Access ----
|
||||
virtual USplineComponent* GetSplineComponent() const = 0;
|
||||
};
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "PS_Editor_EditableInterface.h"
|
||||
#include "PS_Editor_SpawnableComponent.h"
|
||||
#include "PS_Editor_SplineActor.h"
|
||||
#include "PS_Editor_SplineEditable.h"
|
||||
#include "PS_Editor_Pawn.h"
|
||||
#include "PS_Editor_PointPlaceable.h"
|
||||
#include "Widgets/SBoxPanel.h"
|
||||
@@ -204,9 +205,9 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::RebuildWidget()
|
||||
{
|
||||
for (const TWeakObjectPtr<AActor>& Weak : SelMgr->GetSelectedActors())
|
||||
{
|
||||
if (APS_Editor_SplineActor* Spline = Cast<APS_Editor_SplineActor>(Weak.Get()))
|
||||
if (Cast<IPS_Editor_SplineEditable>(Weak.Get()))
|
||||
{
|
||||
EditorPC->BeginSplineEditing(Spline);
|
||||
EditorPC->BeginSplineEditing(Weak.Get());
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -713,26 +714,42 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
|
||||
|
||||
// Store scene name in GameInstance subsystem (survives OpenLevel)
|
||||
FString BaseLevel = EditorPC->CurrentBaseLevel;
|
||||
UE_LOG(LogTemp, Warning, TEXT("PS_Editor Play: BaseLevel='%s'"), *BaseLevel);
|
||||
if (BaseLevel.IsEmpty())
|
||||
FString SceneName = SaveNameField.IsValid() ? SaveNameField->GetText().ToString() : TEXT("");
|
||||
|
||||
// Resolve map path: BaseLevel from catalog, or current map if none selected
|
||||
FString MapPath;
|
||||
if (!BaseLevel.IsEmpty())
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: No BaseLevel set, cannot Play."));
|
||||
return FReply::Handled();
|
||||
if (FString* Found = BaseLevelPathMap.Find(BaseLevel))
|
||||
{
|
||||
MapPath = *Found;
|
||||
}
|
||||
else
|
||||
{
|
||||
MapPath = FString::Printf(TEXT("/Game/%s"), *BaseLevel);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No BaseLevel = play on the current editor map
|
||||
MapPath = EditorPC->GetWorld()->GetMapName();
|
||||
MapPath.RemoveFromStart(EditorPC->GetWorld()->StreamingLevelsPrefix);
|
||||
BaseLevel = MapPath;
|
||||
}
|
||||
|
||||
FString SceneName = SaveNameField.IsValid() ? SaveNameField->GetText().ToString() : TEXT("");
|
||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor Play: BaseLevel='%s', Map='%s', Scenario='%s'"), *BaseLevel, *MapPath, *SceneName);
|
||||
|
||||
if (UGameInstance* GI = EditorPC->GetGameInstance())
|
||||
{
|
||||
if (UPS_Editor_GameInstanceSubsystem* Sub = GI->GetSubsystem<UPS_Editor_GameInstanceSubsystem>())
|
||||
{
|
||||
Sub->SetPendingScenario(SceneName, BaseLevel);
|
||||
Sub->bIsPlayMode = true;
|
||||
// Remember editor map for ReturnToEditor
|
||||
if (Sub->EditorMapName.IsEmpty())
|
||||
{
|
||||
FString MapName = EditorPC->GetWorld()->GetMapName();
|
||||
MapName.RemoveFromStart(EditorPC->GetWorld()->StreamingLevelsPrefix);
|
||||
Sub->EditorMapName = MapName;
|
||||
FString EdMapName = EditorPC->GetWorld()->GetMapName();
|
||||
EdMapName.RemoveFromStart(EditorPC->GetWorld()->StreamingLevelsPrefix);
|
||||
Sub->EditorMapName = EdMapName;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -750,16 +767,6 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
|
||||
EditorPC->bShowMouseCursor = false;
|
||||
EditorPC->SetInputMode(FInputModeGameOnly());
|
||||
|
||||
// Use full path from MasterCatalog, fallback to /Game/{name}
|
||||
FString MapPath;
|
||||
if (FString* Found = BaseLevelPathMap.Find(BaseLevel))
|
||||
{
|
||||
MapPath = *Found;
|
||||
}
|
||||
else
|
||||
{
|
||||
MapPath = FString::Printf(TEXT("/Game/%s"), *BaseLevel);
|
||||
}
|
||||
UGameplayStatics::OpenLevel(EditorPC, FName(*MapPath), true, TEXT(""));
|
||||
return FReply::Handled();
|
||||
})
|
||||
@@ -1353,7 +1360,7 @@ void UPS_Editor_MainWidget::RefreshPropertiesFromSelection()
|
||||
{
|
||||
for (const TWeakObjectPtr<AActor>& Weak : SM->GetSelectedActors())
|
||||
{
|
||||
if (Cast<APS_Editor_SplineActor>(Weak.Get()))
|
||||
if (Cast<IPS_Editor_SplineEditable>(Weak.Get()))
|
||||
{
|
||||
bSplineSelected = true;
|
||||
break;
|
||||
@@ -1598,11 +1605,7 @@ void UPS_Editor_MainWidget::RefreshOutliner()
|
||||
|
||||
// Build display name
|
||||
FString DisplayName;
|
||||
if (Cast<APS_Editor_SplineActor>(Actor))
|
||||
{
|
||||
DisplayName = TEXT("Spline");
|
||||
}
|
||||
else if (UPS_Editor_SpawnableComponent* SC = Actor->FindComponentByClass<UPS_Editor_SpawnableComponent>())
|
||||
if (UPS_Editor_SpawnableComponent* SC = Actor->FindComponentByClass<UPS_Editor_SpawnableComponent>())
|
||||
{
|
||||
if (!SC->DisplayName.IsEmpty())
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user