Flatten BP categories: drop "ASTERION|" prefix and inner-struct categories

Two cleanups in one pass:

1. Replace `Category = "ASTERION|PS_Editor"` (and its sub-pipe variants like
   "...|Timeline", "...|Spline", "...|UI", "...|Child Movable") with a single
   flat `Category = "PS_Editor"` everywhere — UFUNCTIONs and class-level
   UPROPERTYs alike. The pipe-separated hierarchy was redundant (the plugin
   already lives in a "PS_Editor" namespace), and the BP right-click search
   gets a cleaner single-segment grouping.

2. Drop the `Category` attribute from struct field UPROPERTYs in
   FPS_Editor_SpawnEntry, FPS_Editor_BaseLevelEntry, and
   FPS_Editor_EditablePropertyEntry. Struct fields don't need a category —
   they inherit display from the parent property's category. Keeping a
   category on inner fields was causing the SpawnCatalog details panel to
   render the Entries array TWICE (once under the literal "ASTERION|PS Editor"
   header pulled from the inner ActorClass field, once under the proper
   "ASTERION > PS_Editor" hierarchy from the outer Entries property).

Also normalize the two `UCLASS(ClassGroup = "ASTERION|PS Editor")` declarations
on EditableComponent and SpawnableComponent to `ClassGroup = "PS Editor"` for
consistency.

Touches 13 header files; no behavior change — Categories are purely cosmetic
(Details panel grouping, BP right-click menu organization).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-28 15:43:34 +02:00
parent 98de4dff6f
commit 2f8633d23b
13 changed files with 94 additions and 94 deletions

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@@ -20,11 +20,11 @@ public:
#if WITH_EDITORONLY_DATA #if WITH_EDITORONLY_DATA
protected: protected:
/** Icon visible in the editor viewport. Override the sprite in a derived Blueprint if needed. */ /** Icon visible in the editor viewport. Override the sprite in a derived Blueprint if needed. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
TObjectPtr<class UBillboardComponent> SpriteComponent; TObjectPtr<class UBillboardComponent> SpriteComponent;
/** Arrow showing the view direction in the editor viewport. */ /** Arrow showing the view direction in the editor viewport. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
TObjectPtr<class UArrowComponent> ArrowComponent; TObjectPtr<class UArrowComponent> ArrowComponent;
#endif #endif
}; };

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@@ -18,41 +18,41 @@ class PS_EDITOR_API UPS_Editor_GameInstanceSubsystem : public UGameInstanceSubsy
public: public:
/** Scenario name to load on the next level. Set by PROSERVE or Play button, consumed on load. */ /** Scenario name to load on the next level. Set by PROSERVE or Play button, consumed on load. */
UPROPERTY(BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(BlueprintReadWrite, Category = "PS_Editor")
FString PendingScenarioName; FString PendingScenarioName;
/** Base level name associated with the pending scenario. */ /** Base level name associated with the pending scenario. */
UPROPERTY(BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(BlueprintReadWrite, Category = "PS_Editor")
FString PendingBaseLevel; FString PendingBaseLevel;
/** Last scenario/base level edited. Persists after consume — used by ReturnToEditor. */ /** Last scenario/base level edited. Persists after consume — used by ReturnToEditor. */
UPROPERTY(BlueprintReadOnly, Category = "ASTERION|PS_Editor") UPROPERTY(BlueprintReadOnly, Category = "PS_Editor")
FString LastEditedScenarioName; FString LastEditedScenarioName;
UPROPERTY(BlueprintReadOnly, Category = "ASTERION|PS_Editor") UPROPERTY(BlueprintReadOnly, Category = "PS_Editor")
FString LastEditedBaseLevel; FString LastEditedBaseLevel;
/** Name of the editor map to return to. Set this once at startup. */ /** Name of the editor map to return to. Set this once at startup. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
FString EditorMapName; FString EditorMapName;
/** True when the Play button was pressed (gameplay mode). False when just loading/editing a scenario. */ /** True when the Play button was pressed (gameplay mode). False when just loading/editing a scenario. */
UPROPERTY(BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(BlueprintReadWrite, Category = "PS_Editor")
bool bIsPlayMode = false; bool bIsPlayMode = false;
/** Set pending scenario + base level (for opening the editor or gameplay). */ /** Set pending scenario + base level (for opening the editor or gameplay). */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void SetPendingScenario(const FString& ScenarioName, const FString& BaseLevel); void SetPendingScenario(const FString& ScenarioName, const FString& BaseLevel);
/** Consume the pending scenario (reads and clears). */ /** Consume the pending scenario (reads and clears). */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
FString ConsumePendingScenario(); FString ConsumePendingScenario();
/** Open the editor with the current pending scenario + base level. */ /** Open the editor with the current pending scenario + base level. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
void OpenEditor(const UObject* WorldContextObject); void OpenEditor(const UObject* WorldContextObject);
/** Return to the editor, keeping the current base level and scenario. */ /** Return to the editor, keeping the current base level and scenario. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
void ReturnToEditor(const UObject* WorldContextObject); void ReturnToEditor(const UObject* WorldContextObject);
}; };

View File

@@ -17,6 +17,6 @@ public:
APS_Editor_GameMode(); APS_Editor_GameMode();
/** Whether the editor is currently in edit mode (vs play/preview mode). */ /** Whether the editor is currently in edit mode (vs play/preview mode). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
bool bIsEditMode = true; bool bIsEditMode = true;
}; };

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@@ -30,58 +30,58 @@ class PS_EDITOR_API APS_Editor_PlayerController : public APlayerController
public: public:
APS_Editor_PlayerController(); APS_Editor_PlayerController();
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
UPS_Editor_SelectionManager* GetSelectionManager() const { return SelectionManager; } UPS_Editor_SelectionManager* GetSelectionManager() const { return SelectionManager; }
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
UPS_Editor_UndoManager* GetUndoManager() const { return UndoManager; } UPS_Editor_UndoManager* GetUndoManager() const { return UndoManager; }
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
UPS_Editor_SpawnManager* GetSpawnManager() const { return SpawnManager; } UPS_Editor_SpawnManager* GetSpawnManager() const { return SpawnManager; }
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
UPS_Editor_SceneSerializer* GetSceneSerializer() const { return SceneSerializer; } UPS_Editor_SceneSerializer* GetSceneSerializer() const { return SceneSerializer; }
/** Master catalog grouping all sub-catalogs (Tools, Characters, Props...). */ /** Master catalog grouping all sub-catalogs (Tools, Characters, Props...). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
TObjectPtr<UPS_Editor_MasterCatalog> MasterCatalogAsset; TObjectPtr<UPS_Editor_MasterCatalog> MasterCatalogAsset;
/** Current base level for scene save/load filtering. Auto-detected at startup, switchable via UI. */ /** Current base level for scene save/load filtering. Auto-detected at startup, switchable via UI. */
UPROPERTY(BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(BlueprintReadWrite, Category = "PS_Editor")
FString CurrentBaseLevel; FString CurrentBaseLevel;
/** Fired when the editor Close button is pressed (after optional save). /** Fired when the editor Close button is pressed (after optional save).
* Bind this in Blueprint to override the default behavior (quit application). * Bind this in Blueprint to override the default behavior (quit application).
* If nothing is bound, the application exits. */ * If nothing is bound, the application exits. */
UPROPERTY(BlueprintAssignable, Category = "ASTERION|PS_Editor") UPROPERTY(BlueprintAssignable, Category = "PS_Editor")
FOnEditorClosed OnEditorClosed; FOnEditorClosed OnEditorClosed;
/** Call to close the editor. Broadcasts OnEditorClosed; if unbound, quits the app. */ /** Call to close the editor. Broadcasts OnEditorClosed; if unbound, quits the app. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void CloseEditor(); void CloseEditor();
// ---- Simulate Mode ---- // ---- Simulate Mode ----
/** Start simulation: enable AI, store actor positions, disable saving. /** Start simulation: enable AI, store actor positions, disable saving.
* Cancels any in-flight deferred RequestStopSimulation. */ * Cancels any in-flight deferred RequestStopSimulation. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void StartSimulation(); void StartSimulation();
/** Stop simulation: disable AI, restore actor positions, re-enable saving. /** Stop simulation: disable AI, restore actor positions, re-enable saving.
* Synchronous — fires OnEditorSimulateStop and cuts AI immediately. Callers that want * Synchronous — fires OnEditorSimulateStop and cuts AI immediately. Callers that want
* a BT grace period (with OnEditorBeforeSimulateStop) should use RequestStopSimulation. */ * a BT grace period (with OnEditorBeforeSimulateStop) should use RequestStopSimulation. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void StopSimulation(); void StopSimulation();
/** Request a deferred stop: fires OnEditorBeforeSimulateStop immediately, then schedules /** Request a deferred stop: fires OnEditorBeforeSimulateStop immediately, then schedules
* the real StopSimulation after a grace period (500ms by default) so BT has time to * the real StopSimulation after a grace period (500ms by default) so BT has time to
* react to whatever the BP handler does in OnEditorBeforeSimulateStop. * react to whatever the BP handler does in OnEditorBeforeSimulateStop.
* Timeline Stop and the Simulate toolbar button both go through this. */ * Timeline Stop and the Simulate toolbar button both go through this. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void RequestStopSimulation(); void RequestStopSimulation();
/** True while simulation is running. */ /** True while simulation is running. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
bool IsSimulating() const { return bSimulating; } bool IsSimulating() const { return bSimulating; }
/** /**
@@ -89,7 +89,7 @@ public:
* saved-transforms state. Used by the timeline's Pause so the characters freeze * saved-transforms state. Used by the timeline's Pause so the characters freeze
* in place instead of snapping back to their pre-play positions. * in place instead of snapping back to their pre-play positions.
*/ */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void SetSimulationPaused(bool bPaused); void SetSimulationPaused(bool bPaused);
/** Load a base level as sublevel for visual context. Unloads previous sublevel. /** Load a base level as sublevel for visual context. Unloads previous sublevel.
@@ -98,7 +98,7 @@ public:
* If empty, LevelName is used as-is (legacy behavior). * If empty, LevelName is used as-is (legacy behavior).
* @param ExtraSublevels Additional sublevels to load alongside (e.g. always-loaded streaming levels). * @param ExtraSublevels Additional sublevels to load alongside (e.g. always-loaded streaming levels).
*/ */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void LoadBaseLevelAsSublevel(const FString& LevelName, const FString& MapPath, const TArray<FString>& ExtraSublevels); void LoadBaseLevelAsSublevel(const FString& LevelName, const FString& MapPath, const TArray<FString>& ExtraSublevels);
/** Overload without extra sublevels. */ /** Overload without extra sublevels. */
@@ -106,7 +106,7 @@ public:
// ---- Editor Mode (Normal / SplinePlacement) ---- // ---- Editor Mode (Normal / SplinePlacement) ----
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
EPS_Editor_EditorMode GetEditorMode() const { return EditorMode; } EPS_Editor_EditorMode GetEditorMode() const { return EditorMode; }
/** Enter point-placement mode for any actor implementing IPS_Editor_PointPlaceable. */ /** Enter point-placement mode for any actor implementing IPS_Editor_PointPlaceable. */

View File

@@ -45,7 +45,7 @@ public:
* @param bStripEditorComponents If true, removes SpawnableComponent and EditableComponent after spawn (cleaner for gameplay). * @param bStripEditorComponents If true, removes SpawnableComponent and EditableComponent after spawn (cleaner for gameplay).
* @return True if the scene was loaded successfully. * @return True if the scene was loaded successfully.
*/ */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
static bool LoadScene(const UObject* WorldContextObject, const FString& SceneName, TArray<AActor*>& OutActors, static bool LoadScene(const UObject* WorldContextObject, const FString& SceneName, TArray<AActor*>& OutActors,
bool bStripEditorComponents = true, EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::All); bool bStripEditorComponents = true, EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::All);
@@ -59,37 +59,37 @@ public:
/** /**
* Get the directory where scenes are stored. * Get the directory where scenes are stored.
*/ */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static FString GetScenesDirectory(); static FString GetScenesDirectory();
/** /**
* Get the full file path for a scene name. * Get the full file path for a scene name.
*/ */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static FString GetSceneFilePath(const FString& SceneName); static FString GetSceneFilePath(const FString& SceneName);
/** Get the full file path for a scene name and its base level. Uses level-specific subdirectory. */ /** Get the full file path for a scene name and its base level. Uses level-specific subdirectory. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static FString GetSceneFilePathForLevel(const FString& SceneName, const FString& LevelName); static FString GetSceneFilePathForLevel(const FString& SceneName, const FString& LevelName);
/** /**
* Get all saved scene names. Optionally filter by level name. * Get all saved scene names. Optionally filter by level name.
* @param LevelFilter If not empty, only return scenes associated with this level. * @param LevelFilter If not empty, only return scenes associated with this level.
*/ */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static TArray<FString> GetSavedSceneNames(const FString& LevelFilter = TEXT("")); static TArray<FString> GetSavedSceneNames(const FString& LevelFilter = TEXT(""));
/** /**
* Get the level name associated with a saved scene (reads the JSON header without spawning). * Get the level name associated with a saved scene (reads the JSON header without spawning).
*/ */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static FString GetSceneLevelName(const FString& SceneName); static FString GetSceneLevelName(const FString& SceneName);
/** /**
* Returns true while a scene is being loaded (actors are being spawned from JSON). * Returns true while a scene is being loaded (actors are being spawned from JSON).
* Use in BeginPlay to skip default initialization — wait for OnPropertiesLoaded instead. * Use in BeginPlay to skip default initialization — wait for OnPropertiesLoaded instead.
*/ */
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS_Editor")
static bool IsLoadingFromScene(const AActor* Actor); static bool IsLoadingFromScene(const AActor* Actor);
/** Static flag: true while SceneLoader or SceneSerializer is spawning actors. */ /** Static flag: true while SceneLoader or SceneSerializer is spawning actors. */
@@ -99,13 +99,13 @@ public:
static bool bIsEditorModeActive; static bool bIsEditorModeActive;
/** Returns true if the PS_Editor runtime editor is currently active. Callable from any BP. */ /** Returns true if the PS_Editor runtime editor is currently active. Callable from any BP. */
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS_Editor")
static bool IsInEditorMode() { return bIsEditorModeActive; } static bool IsInEditorMode() { return bIsEditorModeActive; }
/** /**
* Get all saved scenes for the current level. * Get all saved scenes for the current level.
*/ */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
static TArray<FString> GetSavedSceneNamesForCurrentLevel(const UObject* WorldContextObject); static TArray<FString> GetSavedSceneNamesForCurrentLevel(const UObject* WorldContextObject);
private: private:

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@@ -25,47 +25,47 @@ class PS_EDITOR_API IPS_Editor_ChildMovable
public: public:
/** Number of movable sub-elements. */ /** Number of movable sub-elements. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
int32 GetMovableChildCount() const; int32 GetMovableChildCount() const;
/** World location of the sub-element at the given index. */ /** World location of the sub-element at the given index. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
FVector GetChildLocation(int32 Index) const; FVector GetChildLocation(int32 Index) const;
/** Move the sub-element at the given index to a new world position. */ /** Move the sub-element at the given index to a new world position. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void MoveChild(int32 Index, const FVector& NewWorldPosition); void MoveChild(int32 Index, const FVector& NewWorldPosition);
/** Return all sub-element positions (used for undo snapshots). */ /** Return all sub-element positions (used for undo snapshots). */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
TArray<FVector> GetAllChildLocations() const; TArray<FVector> GetAllChildLocations() const;
/** Restore all sub-element positions (used for undo). */ /** Restore all sub-element positions (used for undo). */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void SetAllChildLocations(const TArray<FVector>& Positions); void SetAllChildLocations(const TArray<FVector>& Positions);
/** Index of the sub-element under the cursor ray (-1 if none). /** Index of the sub-element under the cursor ray (-1 if none).
* Implement with sphere-ray intersection or any hit detection that suits your visuals. */ * Implement with sphere-ray intersection or any hit detection that suits your visuals. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
int32 GetChildIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection) const; int32 GetChildIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection) const;
/** Show or hide visual handles for the sub-elements. */ /** Show or hide visual handles for the sub-elements. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void SetChildHandlesVisible(bool bVisible); void SetChildHandlesVisible(bool bVisible);
/** Highlight a specific sub-element (e.g. change handle color). */ /** Highlight a specific sub-element (e.g. change handle color). */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void HighlightChild(int32 Index); void HighlightChild(int32 Index);
/** Clear all sub-element highlights. */ /** Clear all sub-element highlights. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void ClearChildHighlight(); void ClearChildHighlight();
/** Export sub-element positions to the CustomProperties map for scene saving. */ /** Export sub-element positions to the CustomProperties map for scene saving. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void ExportChildLocations(TMap<FString, FString>& OutProperties) const; void ExportChildLocations(TMap<FString, FString>& OutProperties) const;
/** Import sub-element positions from the CustomProperties map on scene load. */ /** Import sub-element positions from the CustomProperties map on scene load. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void ImportChildLocations(const TMap<FString, FString>& Properties); void ImportChildLocations(const TMap<FString, FString>& Properties);
}; };

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@@ -15,25 +15,25 @@ struct FPS_Editor_EditablePropertyEntry
/** /**
* Property path: "ComponentName.PropertyName" or just "PropertyName" for actor-level. * Property path: "ComponentName.PropertyName" or just "PropertyName" for actor-level.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
FName Path; FName Path;
/** Display name override for the runtime editor UI. If empty, the property name is used. */ /** Display name override for the runtime editor UI. If empty, the property name is used. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString DisplayName; FString DisplayName;
/** /**
* If true, calls OnEditorPropertiesChanged (IPS_Editor_EditableInterface) * If true, calls OnEditorPropertiesChanged (IPS_Editor_EditableInterface)
* after changing this property, so the actor can re-run its initialization logic. * after changing this property, so the actor can re-run its initialization logic.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bNeedsReinit = false; bool bNeedsReinit = false;
/** /**
* If true, the actor is destroyed and respawned with all current properties applied, * If true, the actor is destroyed and respawned with all current properties applied,
* then OnEditorPropertiesChanged is called. Use when reinit alone is not enough. * then OnEditorPropertiesChanged is called. Use when reinit alone is not enough.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bNeedsRespawn = false; bool bNeedsRespawn = false;
/** /**
@@ -43,7 +43,7 @@ struct FPS_Editor_EditablePropertyEntry
* Replicated (ideally ReplicatedUsing=OnRep_X) — the server-side timeline writes the value * Replicated (ideally ReplicatedUsing=OnRep_X) — the server-side timeline writes the value
* and standard UE replication pushes it to clients. * and standard UE replication pushes it to clients.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bAnimatable = false; bool bAnimatable = false;
}; };
@@ -56,7 +56,7 @@ struct FPS_Editor_EditablePropertyEntry
* 2. Pick a property from "Add Property" (filtered to that component) * 2. Pick a property from "Add Property" (filtered to that component)
* 3. It auto-adds to "Editable Properties" as "Component.Property" * 3. It auto-adds to "Editable Properties" as "Component.Property"
*/ */
UCLASS(ClassGroup = "ASTERION|PS Editor", meta = (BlueprintSpawnableComponent, DisplayName = "PS Editor Editable")) UCLASS(ClassGroup = "PS Editor", meta = (BlueprintSpawnableComponent, DisplayName = "PS Editor Editable"))
class PS_EDITOR_API UPS_Editor_EditableComponent : public UActorComponent class PS_EDITOR_API UPS_Editor_EditableComponent : public UActorComponent
{ {
GENERATED_BODY() GENERATED_BODY()

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@@ -15,7 +15,7 @@ struct FPS_Editor_PropertyOption
GENERATED_BODY() GENERATED_BODY()
/** Label shown in the runtime editor combo box. */ /** Label shown in the runtime editor combo box. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
FString DisplayName; FString DisplayName;
/** /**
@@ -24,7 +24,7 @@ struct FPS_Editor_PropertyOption
* the full class path; for an enum you'd use the NameString; for a free FString, * the full class path; for an enum you'd use the NameString; for a free FString,
* any value you want stored. * any value you want stored.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
FString Value; FString Value;
}; };
@@ -51,21 +51,21 @@ public:
* The new value is already applied when this is called. * The new value is already applied when this is called.
* @param PropertyPath The property that changed (e.g. "CharacterType" or "MyComponent.SomeProperty"). * @param PropertyPath The property that changed (e.g. "CharacterType" or "MyComponent.SomeProperty").
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void OnEditorPropertyChanged(const FString& PropertyPath); void OnEditorPropertyChanged(const FString& PropertyPath);
/** /**
* Called when a property with bNeedsReinit is changed. * Called when a property with bNeedsReinit is changed.
* The new value is already applied. Use this to re-run initialization logic. * The new value is already applied. Use this to re-run initialization logic.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void OnEditorNeedsReinit(); void OnEditorNeedsReinit();
/** /**
* Called on the NEW actor after a respawn triggered by bNeedsRespawn. * Called on the NEW actor after a respawn triggered by bNeedsRespawn.
* All properties have been applied. Use this for post-respawn setup. * All properties have been applied. Use this for post-respawn setup.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void OnEditorNeedsRespawn(); void OnEditorNeedsRespawn();
/** /**
@@ -73,7 +73,7 @@ public:
* Fires both in editor (SceneSerializer) and in gameplay (SceneLoader). * Fires both in editor (SceneSerializer) and in gameplay (SceneLoader).
* Use this to re-initialize your actor based on the loaded property values. * Use this to re-initialize your actor based on the loaded property values.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void OnPropertiesLoaded(); void OnPropertiesLoaded();
/** /**
@@ -81,7 +81,7 @@ public:
* Use this to show/hide editor-only helpers (VR guides, placement aids, debug visuals, etc.). * Use this to show/hide editor-only helpers (VR guides, placement aids, debug visuals, etc.).
* @param bIsEditing True when entering edit mode, false when leaving (Play, return to game). * @param bIsEditing True when entering edit mode, false when leaving (Play, return to game).
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void OnEditorModeChanged(bool bIsEditing); void OnEditorModeChanged(bool bIsEditing);
/** /**
@@ -90,7 +90,7 @@ public:
* the hood). Use this to kick off behaviour that should only happen while AI is live * the hood). Use this to kick off behaviour that should only happen while AI is live
* (spawn FX, reset state counters, unlock input, etc.). * (spawn FX, reset state counters, unlock input, etc.).
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void OnEditorSimulateStart(); void OnEditorSimulateStart();
/** /**
@@ -102,7 +102,7 @@ public:
* Timing: fires at the "AI cut" moment, AFTER any grace period the timeline applied * Timing: fires at the "AI cut" moment, AFTER any grace period the timeline applied
* (typically 500ms after Stop was clicked). BT is still live but about to be disabled. * (typically 500ms after Stop was clicked). BT is still live but about to be disabled.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void OnEditorSimulateStop(); void OnEditorSimulateStop();
/** /**
@@ -130,7 +130,7 @@ public:
* event still fires + grace period still granted) * event still fires + grace period still granted)
* Does NOT fire for direct StopSimulation calls (rare — e.g. forced editor close). * Does NOT fire for direct StopSimulation calls (rare — e.g. forced editor close).
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void OnEditorBeforeSimulateStop(); void OnEditorBeforeSimulateStop();
/** /**
@@ -138,7 +138,7 @@ public:
* Use this to update visuals dynamically based on property changes, animate helpers, etc. * Use this to update visuals dynamically based on property changes, animate helpers, etc.
* @param DeltaTime Time since last frame. * @param DeltaTime Time since last frame.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
void OnEditorTick(float DeltaTime); void OnEditorTick(float DeltaTime);
/** /**
@@ -150,7 +150,7 @@ public:
* @return List of option strings. Empty = use default widget / fall through to the * @return List of option strings. Empty = use default widget / fall through to the
* structured variant below. * structured variant below.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
TArray<FString> GetCustomOptionsForProperty(const FString& PropertyPath) const; TArray<FString> GetCustomOptionsForProperty(const FString& PropertyPath) const;
/** /**
@@ -164,7 +164,7 @@ public:
* @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType"). * @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType").
* @return List of display/value pairs. Empty = fall back to the flat-string variant. * @return List of display/value pairs. Empty = fall back to the flat-string variant.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
TArray<FPS_Editor_PropertyOption> GetCustomOptionsWithValuesForProperty(const FString& PropertyPath) const; TArray<FPS_Editor_PropertyOption> GetCustomOptionsWithValuesForProperty(const FString& PropertyPath) const;
/** /**
@@ -185,6 +185,6 @@ public:
* @param PropertyPath The property path (e.g. "Weapon" or "MyComponent.WeaponType"). * @param PropertyPath The property path (e.g. "Weapon" or "MyComponent.WeaponType").
* @return DisplayName to show in the combo, or empty string to fall back. * @return DisplayName to show in the combo, or empty string to fall back.
*/ */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor")
FString GetCurrentDisplayForProperty(const FString& PropertyPath) const; FString GetCurrentDisplayForProperty(const FString& PropertyPath) const;
}; };

View File

@@ -14,7 +14,7 @@ struct FPS_Editor_SpawnEntry
GENERATED_BODY() GENERATED_BODY()
/** The Blueprint class to spawn. Must have a PS_Editor_SpawnableComponent for name/category. */ /** The Blueprint class to spawn. Must have a PS_Editor_SpawnableComponent for name/category. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<AActor> ActorClass; TSubclassOf<AActor> ActorClass;
}; };
@@ -34,12 +34,12 @@ class PS_EDITOR_API UPS_Editor_SpawnCatalog : public UPrimaryDataAsset
public: public:
/** List of spawnable actors. */ /** List of spawnable actors. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
TArray<FPS_Editor_SpawnEntry> Entries; TArray<FPS_Editor_SpawnEntry> Entries;
#if WITH_EDITOR #if WITH_EDITOR
/** Captures UE-generated thumbnails for all Blueprints in the catalog and assigns them to their SpawnableComponents. */ /** Captures UE-generated thumbnails for all Blueprints in the catalog and assigns them to their SpawnableComponents. */
UFUNCTION(CallInEditor, Category = "ASTERION|PS_Editor") UFUNCTION(CallInEditor, Category = "PS_Editor")
void CaptureAllThumbnails(); void CaptureAllThumbnails();
#endif #endif
}; };
@@ -55,18 +55,18 @@ struct FPS_Editor_BaseLevelEntry
GENERATED_BODY() GENERATED_BODY()
/** Display name shown in the editor UI and used for scene filtering. */ /** Display name shown in the editor UI and used for scene filtering. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString DisplayName; FString DisplayName;
/** /**
* Full map path used for OpenLevel and sublevel loading. * Full map path used for OpenLevel and sublevel loading.
* Example: "/Game/Maps/Warehouse" * Example: "/Game/Maps/Warehouse"
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString MapPath; FString MapPath;
/** Thumbnail image shown in the BaseLevel selection popup. */ /** Thumbnail image shown in the BaseLevel selection popup. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UTexture2D> Thumbnail; TObjectPtr<UTexture2D> Thumbnail;
/** /**
@@ -75,7 +75,7 @@ struct FPS_Editor_BaseLevelEntry
* but not automatically loaded when the base level is a sublevel itself. * but not automatically loaded when the base level is a sublevel itself.
* Full map paths, e.g. "/Game/Maps/Warehouse_Lighting" * Full map paths, e.g. "/Game/Maps/Warehouse_Lighting"
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FString> AdditionalSublevels; TArray<FString> AdditionalSublevels;
/** /**
@@ -83,7 +83,7 @@ struct FPS_Editor_BaseLevelEntry
* Their entries are merged with the global catalogs (MasterCatalog::Catalogs). * Their entries are merged with the global catalogs (MasterCatalog::Catalogs).
* Empty = only global catalogs are shown. * Empty = only global catalogs are shown.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<TObjectPtr<UPS_Editor_SpawnCatalog>> Catalogs; TArray<TObjectPtr<UPS_Editor_SpawnCatalog>> Catalogs;
/** /**
@@ -92,7 +92,7 @@ struct FPS_Editor_BaseLevelEntry
* are, the first one wins; if none is, scenarios without a base level keep whatever * are, the first one wins; if none is, scenarios without a base level keep whatever
* sublevel is currently loaded. * sublevel is currently loaded.
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bIsDefault = false; bool bIsDefault = false;
}; };
@@ -108,7 +108,7 @@ class PS_EDITOR_API UPS_Editor_MasterCatalog : public UPrimaryDataAsset
public: public:
/** Sub-catalogs to load. Each one contributes its entries to the runtime spawn UI. */ /** Sub-catalogs to load. Each one contributes its entries to the runtime spawn UI. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<TObjectPtr<UPS_Editor_SpawnCatalog>> Catalogs; TArray<TObjectPtr<UPS_Editor_SpawnCatalog>> Catalogs;
/** /**
@@ -116,6 +116,6 @@ public:
* DisplayName is used for UI display and scene filtering. * DisplayName is used for UI display and scene filtering.
* MapPath is the full package path for OpenLevel (e.g. "/Game/Maps/Warehouse"). * MapPath is the full package path for OpenLevel (e.g. "/Game/Maps/Warehouse").
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
TArray<FPS_Editor_BaseLevelEntry> BaseLevels; TArray<FPS_Editor_BaseLevelEntry> BaseLevels;
}; };

View File

@@ -9,7 +9,7 @@
* Marker component for Blueprints that can be spawned via the PS_Editor catalogue. * Marker component for Blueprints that can be spawned via the PS_Editor catalogue.
* Add this component to any Blueprint to make it appear in the runtime spawn catalogue. * Add this component to any Blueprint to make it appear in the runtime spawn catalogue.
*/ */
UCLASS(ClassGroup = "ASTERION|PS Editor", meta = (BlueprintSpawnableComponent, DisplayName = "PS Editor Spawnable")) UCLASS(ClassGroup = "PS Editor", meta = (BlueprintSpawnableComponent, DisplayName = "PS Editor Spawnable"))
class PS_EDITOR_API UPS_Editor_SpawnableComponent : public UActorComponent class PS_EDITOR_API UPS_Editor_SpawnableComponent : public UActorComponent
{ {
GENERATED_BODY() GENERATED_BODY()

View File

@@ -31,7 +31,7 @@ public:
virtual int32 GetCurrentPointCount() const override { return GetNumPoints(); } virtual int32 GetCurrentPointCount() const override { return GetNumPoints(); }
/** Get the underlying USplineComponent (for AI path following, etc.). */ /** Get the underlying USplineComponent (for AI path following, etc.). */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Spline") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
USplineComponent* GetSplineComponent() const { return SplineComp; } USplineComponent* GetSplineComponent() const { return SplineComp; }
/** Spline display color (override in Blueprint subclasses for variants). */ /** Spline display color (override in Blueprint subclasses for variants). */
@@ -75,7 +75,7 @@ public:
virtual void UpdateVisualization() override; virtual void UpdateVisualization() override;
/** Re-apply SplineColor to materials (call after changing SplineColor at runtime). */ /** Re-apply SplineColor to materials (call after changing SplineColor at runtime). */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Spline") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
virtual void UpdateSplineMaterials() override; virtual void UpdateSplineMaterials() override;
// ---- Handle interaction ---- // ---- Handle interaction ----

View File

@@ -46,39 +46,39 @@ public:
// ---- Playback controls ---- // ---- Playback controls ----
/** Start / resume playback from CurrentTime. */ /** Start / resume playback from CurrentTime. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Timeline") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void Play(); void Play();
/** Pause playback, keeping CurrentTime. Simulation keeps running. */ /** Pause playback, keeping CurrentTime. Simulation keeps running. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Timeline") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void Pause(); void Pause();
/** Pause playback, rewind to CurrentTime=0, stop simulation and apply t=0 values. */ /** Pause playback, rewind to CurrentTime=0, stop simulation and apply t=0 values. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Timeline") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void Stop(); void Stop();
/** Rewind to t=0 and immediately replay from the start (re-enables simulation). */ /** Rewind to t=0 and immediately replay from the start (re-enables simulation). */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Timeline") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void Restart(); void Restart();
/** Jump to a specific time (seconds, clamped to [0, Duration]). Applies values immediately. */ /** Jump to a specific time (seconds, clamped to [0, Duration]). Applies values immediately. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Timeline") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void Seek(float Time); void Seek(float Time);
/** True while Tick is advancing CurrentTime. */ /** True while Tick is advancing CurrentTime. */
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "ASTERION|PS_Editor|Timeline") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS_Editor")
bool IsPlaying() const { return bIsPlaying; } bool IsPlaying() const { return bIsPlaying; }
/** Get current playback time (seconds). */ /** Get current playback time (seconds). */
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "ASTERION|PS_Editor|Timeline") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS_Editor")
float GetCurrentTime() const { return CurrentTime; } float GetCurrentTime() const { return CurrentTime; }
/** Get the configured duration (seconds). */ /** Get the configured duration (seconds). */
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "ASTERION|PS_Editor|Timeline") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS_Editor")
float GetDuration() const { return Data.Duration; } float GetDuration() const { return Data.Duration; }
/** Change the timeline duration. Values <= 0 are clamped to 0.1. */ /** Change the timeline duration. Values <= 0 are clamped to 0.1. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Timeline") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void SetDuration(float NewDuration); void SetDuration(float NewDuration);
// ---- Tracks / keys ---- // ---- Tracks / keys ----

View File

@@ -35,16 +35,16 @@ class PS_EDITOR_API APS_Editor_HUD : public AHUD
public: public:
/** Which UI implementation to instantiate. Set via Details panel on the HUD Blueprint. */ /** Which UI implementation to instantiate. Set via Details panel on the HUD Blueprint. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ASTERION|PS_Editor|UI") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "PS_Editor")
EPS_Editor_UIMode UIMode = EPS_Editor_UIMode::NewSlate; EPS_Editor_UIMode UIMode = EPS_Editor_UIMode::NewSlate;
/** UMG Widget Blueprint class to spawn when UIMode == UMG. /** UMG Widget Blueprint class to spawn when UIMode == UMG.
* Must derive from UPS_Editor_MainWidget_UMG. */ * Must derive from UPS_Editor_MainWidget_UMG. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ASTERION|PS_Editor|UI", meta = (EditCondition = "UIMode == EPS_Editor_UIMode::UMG")) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "PS_Editor", meta = (EditCondition = "UIMode == EPS_Editor_UIMode::UMG"))
TSoftClassPtr<UPS_Editor_MainWidget_UMG> UMGWidgetClass; TSoftClassPtr<UPS_Editor_MainWidget_UMG> UMGWidgetClass;
/** Returns the active main editor widget (cast as needed). */ /** Returns the active main editor widget (cast as needed). */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|UI") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
UUserWidget* GetMainWidget() const { return MainWidget; } UUserWidget* GetMainWidget() const { return MainWidget; }
/** Backward-compat accessor for the refactored Slate widget (returns nullptr in Legacy/UMG modes). */ /** Backward-compat accessor for the refactored Slate widget (returns nullptr in Legacy/UMG modes). */