Rename LoadScene/LoadSceneAdditive to LoadScenario/UnloadScenario
The old naming suggested UE level loading; what these calls actually do is spawn actors described by a .pss scenario file into the already-loaded UE level. Renamed for clarity: SceneLoader::LoadScene -> LoadScenario SceneLoader::LoadSceneFromData -> LoadScenarioFromData SceneLoader::LoadSceneAdditive -> dropped (merged into LoadScenario) SceneLoader::UnloadSceneAdditive -> UnloadScenario SceneSerializer::LoadScene -> LoadScenario AdditiveSpawnedActors -> TrackedSpawnedActors LoadScenario now branches on the filter: when Filter == PreloadOnly the timeline subsystem is skipped entirely (no SetData, no ActorId registration, no auto-play) so a briefing scene can drop in player placement markers without disturbing its own timeline. All other filter values keep the full gameplay behaviour (timeline + AI-readiness poll). Every load tracks its actors so a follow-up UnloadScenario() can destroy them — supports the briefing flow where the player toggles between scenarios at runtime. Breaking change for external BP callers: any node binding the old LoadScene / LoadSceneAdditive / UnloadSceneAdditive functions will show up as missing on next BP compile; replace with LoadScenario / UnloadScenario (identical or simpler signatures). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -138,8 +138,8 @@ void APS_Editor_PlayerController::BeginPlay()
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if (!Sub->PendingScenarioName.IsEmpty() && SpawnManager && SceneSerializer)
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{
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bool bLoaded = SceneSerializer->LoadScene(Sub->PendingScenarioName, SpawnManager);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: LoadScene('%s') = %s"),
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bool bLoaded = SceneSerializer->LoadScenario(Sub->PendingScenarioName, SpawnManager);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: LoadScenario('%s') = %s"),
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*Sub->PendingScenarioName, bLoaded ? TEXT("OK") : TEXT("FAILED"));
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}
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Sub->PendingScenarioName.Empty();
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@@ -49,11 +49,13 @@ namespace
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}
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}
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bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const FString& SceneName, TArray<AActor*>& OutActors, bool bStripEditorComponents, EPS_Editor_SceneLoadFilter Filter)
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TArray<TWeakObjectPtr<AActor>> UPS_Editor_SceneLoader::TrackedSpawnedActors;
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bool UPS_Editor_SceneLoader::LoadScenario(const UObject* WorldContextObject, const FString& ScenarioName, TArray<AActor*>& OutActors, bool bStripEditorComponents, EPS_Editor_SceneLoadFilter Filter)
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{
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OutActors.Empty();
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if (!WorldContextObject || SceneName.IsEmpty())
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if (!WorldContextObject || ScenarioName.IsEmpty())
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{
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return false;
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}
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@@ -65,7 +67,7 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
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}
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// Read JSON file
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const FString FilePath = GetSceneFilePath(SceneName);
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const FString FilePath = GetSceneFilePath(ScenarioName);
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FString JsonString;
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if (!FFileHelper::LoadFileToString(JsonString, *FilePath))
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{
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@@ -81,11 +83,22 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
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return false;
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}
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if (!LoadSceneFromData(World, SceneData, OutActors, Filter))
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if (!LoadScenarioFromData(World, SceneData, OutActors, Filter))
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{
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return false;
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}
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// Track every spawned actor so UnloadScenario() can dispose of them later — this is the
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// briefing-flow hook (load preload markers, then unload on scenario change). Gameplay
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// callers that never unload don't pay a price beyond a small TWeakObjectPtr array.
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for (AActor* Actor : OutActors)
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{
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if (Actor)
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{
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TrackedSpawnedActors.Add(Actor);
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}
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}
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// Strip editor-only components for clean gameplay
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if (bStripEditorComponents)
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{
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@@ -94,11 +107,6 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
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if (!Actor) continue;
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TArray<UActorComponent*> ToRemove;
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for (UActorComponent* Comp : Actor->GetComponentsByInterface(UPS_Editor_PointPlaceable::StaticClass()))
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{
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// Don't remove — PointPlaceable is on the actor itself, not a component
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}
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if (UActorComponent* Spawnable = Actor->FindComponentByClass<UPS_Editor_SpawnableComponent>())
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{
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ToRemove.Add(Spawnable);
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@@ -124,85 +132,10 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
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return true;
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}
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TArray<TWeakObjectPtr<AActor>> UPS_Editor_SceneLoader::AdditiveSpawnedActors;
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bool UPS_Editor_SceneLoader::LoadSceneAdditive(const UObject* WorldContextObject, const FString& SceneName, EPS_Editor_SceneLoadFilter Filter, bool bStripEditorComponents)
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{
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if (!WorldContextObject || SceneName.IsEmpty())
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{
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return false;
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}
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UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
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if (!World)
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{
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return false;
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}
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// Read + parse the scenario JSON exactly like LoadScene
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const FString FilePath = GetSceneFilePath(SceneName);
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FString JsonString;
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if (!FFileHelper::LoadFileToString(JsonString, *FilePath))
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{
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UE_LOG(LogTemp, Error, TEXT("PS_Editor SceneLoader (Additive): Failed to read file: %s"), *FilePath);
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return false;
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}
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FPS_Editor_SceneData SceneData;
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if (!FJsonObjectConverter::JsonObjectStringToUStruct(JsonString, &SceneData, 0, 0))
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{
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UE_LOG(LogTemp, Error, TEXT("PS_Editor SceneLoader (Additive): Failed to parse JSON from: %s"), *FilePath);
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return false;
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}
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// Spawn matching actors WITHOUT touching the timeline subsystem, registering ActorIds,
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// or starting any auto-play. The briefing scene drives its own timeline.
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int32 SpawnedCount = 0;
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bIsCurrentlyLoading = true;
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for (const FPS_Editor_ActorData& ActorData : SceneData.Actors)
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{
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AActor* SpawnedActor = SpawnActorFromData(World, ActorData, Filter);
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if (SpawnedActor)
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{
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AdditiveSpawnedActors.Add(SpawnedActor);
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if (bStripEditorComponents)
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{
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TArray<UActorComponent*> ToRemove;
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if (UActorComponent* Spawnable = SpawnedActor->FindComponentByClass<UPS_Editor_SpawnableComponent>())
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{
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ToRemove.Add(Spawnable);
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}
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if (UActorComponent* Editable = SpawnedActor->FindComponentByClass<UPS_Editor_EditableComponent>())
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{
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ToRemove.Add(Editable);
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}
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for (UActorComponent* Comp : ToRemove)
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{
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Comp->DestroyComponent();
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}
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if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(SpawnedActor))
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{
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Spline->SetVisualizationVisible(false);
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}
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}
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SpawnedCount++;
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}
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}
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bIsCurrentlyLoading = false;
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UE_LOG(LogTemp, Log, TEXT("PS_Editor SceneLoader (Additive): Spawned %d actor(s) from '%s' [filter=%d]"),
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SpawnedCount, *SceneName, (int32)Filter);
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return SpawnedCount > 0;
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}
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int32 UPS_Editor_SceneLoader::UnloadSceneAdditive(const UObject* WorldContextObject)
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int32 UPS_Editor_SceneLoader::UnloadScenario(const UObject* WorldContextObject)
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{
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int32 Destroyed = 0;
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for (TWeakObjectPtr<AActor>& Weak : AdditiveSpawnedActors)
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for (TWeakObjectPtr<AActor>& Weak : TrackedSpawnedActors)
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{
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if (AActor* Actor = Weak.Get())
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{
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@@ -211,16 +144,16 @@ int32 UPS_Editor_SceneLoader::UnloadSceneAdditive(const UObject* WorldContextObj
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}
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// else: already gone (GC, manual destroy, level reload) — skip silently
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}
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AdditiveSpawnedActors.Reset();
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TrackedSpawnedActors.Reset();
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if (Destroyed > 0)
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{
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UE_LOG(LogTemp, Log, TEXT("PS_Editor SceneLoader (Additive): Unloaded %d actor(s)"), Destroyed);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor SceneLoader: UnloadScenario destroyed %d actor(s)"), Destroyed);
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}
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return Destroyed;
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}
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bool UPS_Editor_SceneLoader::LoadSceneFromData(UWorld* World, const FPS_Editor_SceneData& SceneData, TArray<AActor*>& OutActors, EPS_Editor_SceneLoadFilter Filter)
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bool UPS_Editor_SceneLoader::LoadScenarioFromData(UWorld* World, const FPS_Editor_SceneData& SceneData, TArray<AActor*>& OutActors, EPS_Editor_SceneLoadFilter Filter)
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{
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if (!World)
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{
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@@ -240,7 +173,13 @@ bool UPS_Editor_SceneLoader::LoadSceneFromData(UWorld* World, const FPS_Editor_S
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// Static nav is preserved on disk for scenarios that don't need this.
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PS_Editor_NavUtils::SetDynamicNavigationEnabled(World, SceneData.bUseDynamicNavigation);
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UPS_Editor_TimelineSubsystem* TimelineSS = World->GetSubsystem<UPS_Editor_TimelineSubsystem>();
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// PreloadOnly is the briefing path: only player-placement markers / briefing props
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// should spawn, and the briefing scene runs its OWN timeline (don't push the scenario's
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// timeline data or auto-play it). Skip the timeline subsystem entirely in that case.
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const bool bSkipTimeline = (Filter == EPS_Editor_SceneLoadFilter::PreloadOnly);
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UPS_Editor_TimelineSubsystem* TimelineSS = bSkipTimeline
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? nullptr
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: World->GetSubsystem<UPS_Editor_TimelineSubsystem>();
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int32 SpawnedCount = 0;
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@@ -250,7 +189,8 @@ bool UPS_Editor_SceneLoader::LoadSceneFromData(UWorld* World, const FPS_Editor_S
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AActor* SpawnedActor = SpawnActorFromData(World, ActorData, Filter);
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if (SpawnedActor)
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{
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// Register the stable ID so timeline tracks can find this actor
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// Register the stable ID so timeline tracks can find this actor.
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// Only when timeline is active for this load (PreloadOnly skips the subsystem).
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if (TimelineSS && ActorData.ActorId.IsValid())
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{
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TimelineSS->RegisterActorId(SpawnedActor, ActorData.ActorId);
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@@ -316,8 +256,8 @@ bool UPS_Editor_SceneLoader::LoadSceneFromData(UWorld* World, const FPS_Editor_S
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor SceneLoader: Loaded %d actors from scene '%s'"),
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SpawnedCount, *SceneData.SceneName);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor SceneLoader: Loaded %d actor(s) from scenario '%s' [filter=%d]"),
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SpawnedCount, *SceneData.SceneName, (int32)Filter);
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return SpawnedCount > 0;
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}
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@@ -5,7 +5,7 @@
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "PS_Editor_SceneLoader.generated.h"
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/** Filter for selective scene loading. */
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/** Filter for selective scenario loading. */
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UENUM(BlueprintType)
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enum class EPS_Editor_SceneLoadFilter : uint8
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{
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@@ -15,20 +15,27 @@ enum class EPS_Editor_SceneLoadFilter : uint8
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};
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/**
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* Standalone scene loader for PS_Editor.
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* Loads a JSON scene file and spawns all actors with their properties and spline data.
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* Standalone scenario loader for PS_Editor.
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* A "scenario" is a .pss file describing actors + properties + timeline saved by the runtime
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* editor. This loader spawns those actors into an already-loaded UE level — it does NOT
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* change the current UE level. Spawning is additive: existing world content is preserved.
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*
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* This is the entry point for GAME MODE usage — it does NOT require
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* PS_Editor's PlayerController, SelectionManager, Gizmo, or UI.
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* Just call LoadScene() from your GameMode's BeginPlay.
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* Just call LoadScenario() from your GameMode's BeginPlay.
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*
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* Usage:
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* void AMyGameMode::BeginPlay()
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* {
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* Super::BeginPlay();
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* TArray<AActor*> SpawnedActors;
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* UPS_Editor_SceneLoader::LoadScene(GetWorld(), TEXT("MyScene"), SpawnedActors);
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* UPS_Editor_SceneLoader::LoadScenario(GetWorld(), TEXT("MyScenario"), SpawnedActors);
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* }
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*
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* Briefing usage (player placement markers only, no timeline animation):
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* UPS_Editor_SceneLoader::UnloadScenario(this);
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* UPS_Editor_SceneLoader::LoadScenario(this, TEXT("MyScenario"), Out, true,
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* EPS_Editor_SceneLoadFilter::PreloadOnly);
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*/
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UCLASS()
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class PS_EDITOR_API UPS_Editor_SceneLoader : public UBlueprintFunctionLibrary
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@@ -37,83 +44,71 @@ class PS_EDITOR_API UPS_Editor_SceneLoader : public UBlueprintFunctionLibrary
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public:
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/**
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* Load a scene from a JSON file and spawn all actors.
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* Load a scenario from a .pss file and spawn its actors into the current world.
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*
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* @param World The world to spawn actors into.
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* @param SceneName Scene name (without .json extension).
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* @param OutActors Filled with all spawned actors.
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* The call is additive — existing world content is preserved. Spawned actors are tracked
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* internally so UnloadScenario() can clean them up; this lets you switch scenarios at
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* runtime (typical briefing flow). When Filter == PreloadOnly, the timeline subsystem is
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* NOT touched (no SetData, no auto-play, no ActorId registration) so a briefing scene's
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* own timeline keeps running untouched.
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*
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* @param ScenarioName Scenario name (without .pss extension).
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* @param OutActors Filled with all spawned actors (also tracked internally).
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* @param bStripEditorComponents If true, removes SpawnableComponent and EditableComponent after spawn (cleaner for gameplay).
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* @return True if the scene was loaded successfully.
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* @param Filter Which actors to spawn. PreloadOnly = briefing-only, skips timeline setup.
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* @return True if the scenario was loaded successfully.
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*/
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UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
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static bool LoadScene(const UObject* WorldContextObject, const FString& SceneName, TArray<AActor*>& OutActors,
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static bool LoadScenario(const UObject* WorldContextObject, const FString& ScenarioName, TArray<AActor*>& OutActors,
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bool bStripEditorComponents = true, EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::All);
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/**
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* Load scene from an already-parsed SceneData struct.
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* Useful if you want to parse the JSON yourself or modify data before spawning.
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*/
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static bool LoadSceneFromData(UWorld* World, const FPS_Editor_SceneData& SceneData, TArray<AActor*>& OutActors,
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EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::All);
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/**
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* Additive load: spawns actors from a scenario WITHOUT clearing the current world and
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* WITHOUT touching the timeline subsystem. Designed for briefing scenes where you only
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* want to materialize preload-tagged actors (player placement markers, briefing props)
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* configured in the main scenario.
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*
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* Spawned actors are tracked internally — call UnloadSceneAdditive() to destroy them all
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* before loading the next scenario.
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*
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* @param SceneName Scenario name (without extension)
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* @param Filter Which actors to spawn — defaults to PreloadOnly
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* @param bStripEditorComponents If true, removes SpawnableComponent / EditableComponent after spawn
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* @return True if at least one actor was spawned
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*/
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UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
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static bool LoadSceneAdditive(const UObject* WorldContextObject, const FString& SceneName,
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EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::PreloadOnly,
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bool bStripEditorComponents = true);
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/**
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* Destroy every actor previously spawned via LoadSceneAdditive. No-op if nothing was loaded.
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* Call this before LoadSceneAdditive when switching briefing scenarios.
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* Destroy every actor previously spawned via LoadScenario(). No-op if nothing was loaded
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* or all tracked actors have already been GC'd / manually destroyed.
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* Call this before LoadScenario() when switching scenarios.
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* @return Number of actors destroyed.
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*/
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UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
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static int32 UnloadSceneAdditive(const UObject* WorldContextObject);
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static int32 UnloadScenario(const UObject* WorldContextObject);
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/**
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* Get the directory where scenes are stored.
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* Load scenario actors from an already-parsed SceneData struct.
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* Useful if you want to parse the .pss JSON yourself or modify data before spawning.
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*/
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static bool LoadScenarioFromData(UWorld* World, const FPS_Editor_SceneData& SceneData, TArray<AActor*>& OutActors,
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EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::All);
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/**
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* Get the directory where scenarios are stored.
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*/
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UFUNCTION(BlueprintCallable, Category = "PS_Editor")
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static FString GetScenesDirectory();
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/**
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* Get the full file path for a scene name.
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* Get the full file path for a scenario name.
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*/
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UFUNCTION(BlueprintCallable, Category = "PS_Editor")
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static FString GetSceneFilePath(const FString& SceneName);
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/** Get the full file path for a scene name and its base level. Uses level-specific subdirectory. */
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/** Get the full file path for a scenario name and its base level. Uses level-specific subdirectory. */
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UFUNCTION(BlueprintCallable, Category = "PS_Editor")
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static FString GetSceneFilePathForLevel(const FString& SceneName, const FString& LevelName);
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/**
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* Get all saved scene names. Optionally filter by level name.
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* @param LevelFilter If not empty, only return scenes associated with this level.
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* Get all saved scenario names. Optionally filter by level name.
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* @param LevelFilter If not empty, only return scenarios associated with this level.
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*/
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UFUNCTION(BlueprintCallable, Category = "PS_Editor")
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static TArray<FString> GetSavedSceneNames(const FString& LevelFilter = TEXT(""));
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/**
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* Get the level name associated with a saved scene (reads the JSON header without spawning).
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* Get the level name associated with a saved scenario (reads the JSON header without spawning).
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*/
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UFUNCTION(BlueprintCallable, Category = "PS_Editor")
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static FString GetSceneLevelName(const FString& SceneName);
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/**
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* Returns true while a scene is being loaded (actors are being spawned from JSON).
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* Returns true while a scenario is being loaded (actors are being spawned from JSON).
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* Use in BeginPlay to skip default initialization — wait for OnPropertiesLoaded instead.
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*/
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS_Editor")
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@@ -130,7 +125,7 @@ public:
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static bool IsInEditorMode() { return bIsEditorModeActive; }
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/**
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* Get all saved scenes for the current level.
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* Get all saved scenarios for the current level.
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*/
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UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
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static TArray<FString> GetSavedSceneNamesForCurrentLevel(const UObject* WorldContextObject);
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@@ -142,7 +137,7 @@ private:
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/** Apply custom editable properties to a spawned actor. */
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static void ApplyCustomProperties(AActor* Actor, const TMap<FString, FString>& CustomProperties);
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/** Actors spawned via LoadSceneAdditive, tracked so UnloadSceneAdditive can find them.
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/** Actors spawned via LoadScenario(), tracked so UnloadScenario() can find them.
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* TWeakObjectPtr handles GC / manual destruction gracefully (skipped at unload time). */
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static TArray<TWeakObjectPtr<AActor>> AdditiveSpawnedActors;
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static TArray<TWeakObjectPtr<AActor>> TrackedSpawnedActors;
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};
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|
||||
@@ -202,7 +202,7 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_
|
||||
return true;
|
||||
}
|
||||
|
||||
bool UPS_Editor_SceneSerializer::LoadScene(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager)
|
||||
bool UPS_Editor_SceneSerializer::LoadScenario(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager)
|
||||
{
|
||||
if (!SpawnManager || SceneName.IsEmpty())
|
||||
{
|
||||
@@ -523,9 +523,9 @@ void UPS_Editor_SceneSerializer::ClearScene(UPS_Editor_SpawnManager* SpawnManage
|
||||
|
||||
// NOTE: Mandatory-actor auto-spawn is intentionally NOT done here. ClearScene is called
|
||||
// from three contexts: (1) "New Scenario" button (we want mandatory spawn — handled in the
|
||||
// widget after ClearScene returns), (2) LoadScene before re-spawning saved actors (we
|
||||
// widget after ClearScene returns), (2) LoadScenario before re-spawning saved actors (we
|
||||
// don't want it — the JSON itself contains the mandatory actor, and there's a final
|
||||
// EnsureMandatoryActorsPresent at the end of LoadScene that handles legacy saves), and
|
||||
// EnsureMandatoryActorsPresent at the end of LoadScenario that handles legacy saves), and
|
||||
// (3) BaseLevel switch (we don't want it — the new baseLevel isn't loaded yet, the
|
||||
// MandatoryAnchor isn't in the world; the post-OnLevelShown hook handles that).
|
||||
}
|
||||
|
||||
@@ -21,8 +21,8 @@ public:
|
||||
/** Save the current spawned actors to a JSON file. */
|
||||
bool SaveScene(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager);
|
||||
|
||||
/** Load a scene from a JSON file. Destroys current spawned actors and re-spawns from file. */
|
||||
bool LoadScene(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager);
|
||||
/** Load a scenario from a .pss file. Destroys current spawned actors and re-spawns from file. */
|
||||
bool LoadScenario(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager);
|
||||
|
||||
/** Get a list of all saved scene names (without .json extension). */
|
||||
TArray<FString> GetSavedSceneNames() const;
|
||||
|
||||
@@ -1352,7 +1352,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
|
||||
}
|
||||
}
|
||||
|
||||
SceneSerializer->LoadScene(FileName, SpawnManager.Get());
|
||||
SceneSerializer->LoadScenario(FileName, SpawnManager.Get());
|
||||
bSceneDirty = false;
|
||||
if (SaveNameField.IsValid())
|
||||
{
|
||||
@@ -1653,7 +1653,7 @@ void UPS_Editor_MainWidget::PopulateSceneList()
|
||||
// current sublevel as-is — don't unload it (avoids empty scenes).
|
||||
}
|
||||
|
||||
SceneSerializer->LoadScene(Name, SpawnManager.Get());
|
||||
SceneSerializer->LoadScenario(Name, SpawnManager.Get());
|
||||
bSceneDirty = false;
|
||||
if (SaveNameField.IsValid())
|
||||
{
|
||||
|
||||
@@ -1192,7 +1192,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
|
||||
}
|
||||
}
|
||||
|
||||
SceneSerializer->LoadScene(FileName, SpawnManager.Get());
|
||||
SceneSerializer->LoadScenario(FileName, SpawnManager.Get());
|
||||
bSceneDirty = false;
|
||||
if (SaveNameField.IsValid())
|
||||
{
|
||||
@@ -1487,7 +1487,7 @@ void UPS_Editor_MainWidget_Legacy::PopulateSceneList()
|
||||
// current sublevel as-is — don't unload it (avoids empty scenes).
|
||||
}
|
||||
|
||||
SceneSerializer->LoadScene(Name, SpawnManager.Get());
|
||||
SceneSerializer->LoadScenario(Name, SpawnManager.Get());
|
||||
bSceneDirty = false;
|
||||
if (SaveNameField.IsValid())
|
||||
{
|
||||
|
||||
@@ -130,7 +130,7 @@ bool UPS_Editor_MainWidget_UMG::LoadScenario(const FString& Name)
|
||||
}
|
||||
if (!SM) SM = SpawnManager.Get();
|
||||
if (!Ser || !SM || Name.IsEmpty()) return false;
|
||||
Ser->LoadScene(Name, SM);
|
||||
Ser->LoadScenario(Name, SM);
|
||||
OnSceneDirty.Broadcast();
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user