Demote diagnostic logs to Verbose + drop redundant ones

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-02 23:29:36 +02:00
parent 8f7476d2db
commit 67ac3ffab7
12 changed files with 39 additions and 67 deletions

View File

@@ -812,7 +812,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
InsertSM->SetTransformMode(EPS_Editor_TransformMode::Translate);
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Inserted spline point at index %d"), InsertIdx);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Inserted spline point at index %d"), InsertIdx);
return;
}
}
@@ -868,7 +868,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
}
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Added spline point at end (index %d)"), NewIdx);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Added spline point at end (index %d)"), NewIdx);
return;
}
}
@@ -1059,7 +1059,7 @@ void APS_Editor_Pawn::HandleTranslateMode(const FInputActionValue& Value)
if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
{
SM->SetTransformMode(EPS_Editor_TransformMode::Translate);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Translate mode"));
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Translate mode"));
}
}
}
@@ -1072,7 +1072,7 @@ void APS_Editor_Pawn::HandleRotateMode(const FInputActionValue& Value)
if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
{
SM->SetTransformMode(EPS_Editor_TransformMode::Rotate);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Rotate mode"));
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Rotate mode"));
}
}
}
@@ -1085,7 +1085,7 @@ void APS_Editor_Pawn::HandleScaleMode(const FInputActionValue& Value)
if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
{
SM->SetTransformMode(EPS_Editor_TransformMode::Scale);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scale mode"));
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Scale mode"));
}
}
}
@@ -1155,7 +1155,7 @@ void APS_Editor_Pawn::HandleDelete(const FInputActionValue& Value)
}
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Deleted spline point, %d remaining"), Spline->GetNumPoints());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Deleted spline point, %d remaining"), Spline->GetNumPoints());
}
else if (Spline)
{
@@ -1288,11 +1288,6 @@ void APS_Editor_Pawn::HandleSnapToGround(const FInputActionValue& Value)
if (GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_Camera, Params))
{
UE_LOG(LogTemp, Log, TEXT("PS_Editor: SnapToGround - PointLoc=%s, HitZ=%.2f, HitActor=%s, HitComp=%s"),
*PointLoc.ToString(), Hit.ImpactPoint.Z,
Hit.GetActor() ? *Hit.GetActor()->GetName() : TEXT("null"),
Hit.GetComponent() ? *Hit.GetComponent()->GetName() : TEXT("null"));
// Store state for undo
TArray<FVector> OldPoints = Spline->GetAllPointLocations();

View File

@@ -655,7 +655,7 @@ void APS_Editor_PlayerController::BeginPointPlacement(TSubclassOf<AActor> InActo
bAppendingToActor = false;
AppendInitialPoints.Empty();
EditorMode = EPS_Editor_EditorMode::SplinePlacement;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Point placement mode started (class: %s)"), *PlacementActorClass->GetName());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Point placement mode started (class: %s)"), *PlacementActorClass->GetName());
}
void APS_Editor_PlayerController::BeginPointPlacementAppend(AActor* ExistingActor)
@@ -682,7 +682,7 @@ void APS_Editor_PlayerController::BeginPointPlacementAppend(AActor* ExistingActo
IPS_Editor_ChildMovable::Execute_SetChildHandlesVisible(ExistingActor, true);
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Editing sub-elements of %s"), *ExistingActor->GetName());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Editing sub-elements of %s"), *ExistingActor->GetName());
}
void APS_Editor_PlayerController::FinishPointPlacement()
@@ -718,7 +718,7 @@ void APS_Editor_PlayerController::FinishPointPlacement()
SelectionManager->SelectActor(PlacementActor);
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Exited placement mode"));
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Exited placement mode"));
bAppendingToActor = false;
AppendInitialPoints.Empty();
EditorMode = EPS_Editor_EditorMode::Normal;
@@ -759,7 +759,7 @@ void APS_Editor_PlayerController::LoadBaseLevelAsSublevel(const FString& LevelNa
CurrentSublevel->SetShouldBeVisible(false);
CurrentSublevel->SetIsRequestingUnloadAndRemoval(true);
CurrentSublevel = nullptr;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Unloaded previous sublevel"));
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Unloaded previous sublevel"));
}
// Rebuild spawn catalog: global + base-level-specific catalogs
@@ -879,7 +879,7 @@ void APS_Editor_PlayerController::LoadBaseLevelAsSublevel(const FString& LevelNa
ExtraSublevel->SetShouldBeLoaded(true);
ExtraSublevel->SetShouldBeVisible(true);
AdditionalSublevels.Add(ExtraSublevel);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Loaded additional sublevel '%s'"), *ExtraPath);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Loaded additional sublevel '%s'"), *ExtraPath);
}
else
{
@@ -927,7 +927,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
Actor->MarkComponentsRenderStateDirty();
}
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Deferred lightmap refresh on sublevel"));
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Deferred lightmap refresh on sublevel"));
}, 0.5f, false);
APS_Editor_CameraStart* CameraStart = nullptr;
@@ -940,7 +940,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
if (APostProcessVolume* PPVolume = Cast<APostProcessVolume>(Actor))
{
PPVolume->Settings.WeightedBlendables.Array.Empty();
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Disabled PP materials on '%s'"), *PPVolume->GetName());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Disabled PP materials on '%s'"), *PPVolume->GetName());
}
// Find camera start marker
@@ -958,7 +958,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
const FRotator YawOnly(CameraStart->GetActorRotation().Pitch, CameraStart->GetActorRotation().Yaw, 0.0f);
MyPawn->SetActorLocationAndRotation(CameraStart->GetActorLocation(), YawOnly);
SetControlRotation(YawOnly);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Camera moved to CameraStart at %s"),
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Camera moved to CameraStart at %s"),
*CameraStart->GetActorLocation().ToString());
}
}
@@ -1077,7 +1077,7 @@ void APS_Editor_PlayerController::HandleEditorClick(FVector2D ScreenPos, bool bA
{
const int32 InsertIdx = Spline->FindInsertIndex(TubeHit.ImpactPoint);
Spline->InsertPoint(InsertIdx, TubeHit.ImpactPoint + FVector(0.0f, 0.0f, 5.0f));
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Inserted point at index %d during placement"), InsertIdx);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Inserted point at index %d during placement"), InsertIdx);
return;
}
}

View File

@@ -195,7 +195,7 @@ void UPS_Editor_SelectionManager::SelectActor(AActor* Actor)
Spline->SetSelected(true);
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Selected %s"), *Actor->GetName());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Selected %s"), *Actor->GetName());
}
void UPS_Editor_SelectionManager::DeselectActor(AActor* Actor)
@@ -235,7 +235,7 @@ void UPS_Editor_SelectionManager::DeselectActor(AActor* Actor)
}
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Deselected %s"), *Actor->GetName());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Deselected %s"), *Actor->GetName());
}
}
@@ -287,7 +287,7 @@ void UPS_Editor_SelectionManager::ClearSelection()
if (Count > 0)
{
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Cleared selection (%d actors)"), Count);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Cleared selection (%d actors)"), Count);
}
}

View File

@@ -98,7 +98,7 @@ void UPS_Editor_UndoManager::RecordAction(TSharedPtr<FPS_Editor_Action> Action)
PruneHistory();
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Recorded action: %s (stack size: %d)"),
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Recorded action: %s (stack size: %d)"),
*Action->GetDescription(), ActionStack.Num());
}

View File

@@ -111,7 +111,7 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_
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"),
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Exported spline with %d points, class=%s"),
Spline->GetNumPoints(), *ActorData.ClassPath);
}

View File

@@ -181,7 +181,7 @@ void UPS_Editor_EditableComponent::PostEditChangeProperty(FPropertyChangedEvent&
FPS_Editor_EditablePropertyEntry NewEntry;
NewEntry.Path = FullPath;
EditableProperties.Add(NewEntry);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Added editable property: %s"), *FullPath.ToString());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Added editable property: %s"), *FullPath.ToString());
}
AddProperty = NAME_None; // Reset for next pick

View File

@@ -156,7 +156,7 @@ namespace PS_Editor_NavUtils
if (Mat)
{
GSurfaceMaterial = Mat;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: NavMesh surface material loaded from %s"), GNavMeshSurfaceMaterialPath);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: NavMesh surface material loaded from %s"), GNavMeshSurfaceMaterialPath);
GSurfaceMaterialMissingWarned = false;
return Mat;
}

View File

@@ -42,7 +42,7 @@ void UPS_Editor_SpawnCatalog::CaptureAllThumbnails()
// Skip if already has a custom thumbnail
if (SpawnComp->Thumbnail)
{
UE_LOG(LogTemp, Log, TEXT("PS_Editor: %s already has a thumbnail, skipping"), *LoadedClass->GetName());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: %s already has a thumbnail, skipping"), *LoadedClass->GetName());
continue;
}
@@ -111,7 +111,7 @@ void UPS_Editor_SpawnCatalog::CaptureAllThumbnails()
Blueprint->MarkPackageDirty();
Captured++;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Captured thumbnail for %s -> %s"), *Blueprint->GetName(), *FullPath);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Captured thumbnail for %s -> %s"), *Blueprint->GetName(), *FullPath);
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Captured %d thumbnails"), Captured);

View File

@@ -96,11 +96,6 @@ void UPS_Editor_SpawnManager::AddCatalog(UPS_Editor_SpawnCatalog* InCatalog)
Resolved.Thumbnail = SpawnComp ? SpawnComp->Thumbnail : nullptr;
Resolved.bIsMandatory = SpawnComp ? SpawnComp->bIsMandatory : false;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved '%s' - SpawnComp=%s, Thumbnail=%s"),
*Resolved.DisplayName,
SpawnComp ? TEXT("found") : TEXT("null"),
Resolved.Thumbnail ? *Resolved.Thumbnail->GetPathName() : TEXT("null"));
ResolvedEntries.Add(Resolved);
}
@@ -427,7 +422,6 @@ AActor* UPS_Editor_SpawnManager::RespawnActorWithProperties(AActor* OldActor, co
if (Prop)
{
Prop->ImportText_InContainer(*Pair.Value, Target, Target, PPF_None);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Respawn apply [%s] = '%s' on %s"), *Pair.Key, *Pair.Value, *Target->GetName());
}
}
}
@@ -494,7 +488,7 @@ void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
{
if (E.bIsMandatory) ++MandatoryCount;
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: EnsureMandatoryActorsPresent — scanning %d catalog entries (%d marked mandatory)"),
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: EnsureMandatoryActorsPresent — scanning %d catalog entries (%d marked mandatory)"),
ResolvedEntries.Num(), MandatoryCount);
if (MandatoryCount == 0)
{
@@ -513,7 +507,7 @@ void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
{
AnchorXf = Anchor->GetActorTransform();
bAnchorFound = true;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: MandatoryAnchor found at %s"), *AnchorXf.GetLocation().ToString());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: MandatoryAnchor found at %s"), *AnchorXf.GetLocation().ToString());
break;
}
}
@@ -546,7 +540,6 @@ void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
if (bAlreadyPresent)
{
++SkippedExisting;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Mandatory '%s' already present, skipping."), *Entry.DisplayName);
continue;
}

View File

@@ -389,7 +389,7 @@ bool UPS_Editor_TimelineSubsystem::AddOrUpdateKeyAtCurrentTime(AActor* Actor, co
const FGuid ActorId = GetOrCreateActorId(Actor);
if (!ActorId.IsValid()) return false;
UE_LOG(LogTemp, Log, TEXT("PS_Editor Timeline: AddOrUpdateKey — Actor=%s ActorId=%s Prop=%s CurrentTime=%.3f"),
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor Timeline: AddOrUpdateKey — Actor=%s ActorId=%s Prop=%s CurrentTime=%.3f"),
*Actor->GetName(), *ActorId.ToString(), *PropertyPath.ToString(), CurrentTime);
// Resolve property to read current value

View File

@@ -1547,18 +1547,14 @@ void UPS_Editor_MainWidget::PopulateSceneList()
// No base level in the scenario file — try to resolve the default from the catalog.
if (!bHasValidBaseLevel && EditorPC->MasterCatalogAsset)
{
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scenario '%s' has no base level, searching for default in MasterCatalog (%d entries)"),
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Scenario '%s' has no base level, searching for default in MasterCatalog (%d entries)"),
*Name, EditorPC->MasterCatalogAsset->BaseLevels.Num());
for (const FPS_Editor_BaseLevelEntry& Entry : EditorPC->MasterCatalogAsset->BaseLevels)
{
UE_LOG(LogTemp, Log, TEXT(" BaseLevel entry: DisplayName='%s', MapPath='%s', bIsDefault=%d"),
*Entry.DisplayName, *Entry.MapPath, Entry.bIsDefault ? 1 : 0);
if (Entry.bIsDefault && !Entry.DisplayName.IsEmpty())
{
SceneLevelName = Entry.DisplayName;
bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName);
UE_LOG(LogTemp, Log, TEXT(" -> Picked default '%s' (in PathMap=%d)"),
*SceneLevelName, bHasValidBaseLevel ? 1 : 0);
break;
}
}
@@ -2401,7 +2397,7 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditableComponent has 0 properties on %s"), *Actor->GetName());
return;
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Building %d dynamic property rows for %s"), EditComp->EditableProperties.Num(), *Actor->GetName());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Building %d dynamic property rows for %s"), EditComp->EditableProperties.Num(), *Actor->GetName());
const FSlateFontInfo LabelFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
const FSlateFontInfo ValueFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
@@ -2429,8 +2425,6 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
Row.DisplayName = EditComp->GetDisplayName(Entry.Path);
Row.Key = Entry.Path.ToString();
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolving [%s] comp='%s' prop='%s'"), *Row.Key, *Row.ComponentName, *Row.PropertyName);
UObject* Target = FindPropertyTarget(Actor, Row.ComponentName);
if (!Target)
{
@@ -2451,8 +2445,6 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: Property '%s' not found on %s (%s)"), *Row.PropertyName, *Target->GetName(), *Target->GetClass()->GetName());
continue;
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved OK → %s on %s"), *Row.CachedProperty->GetName(), *Target->GetClass()->GetName());
const int32 RowIndex = DynamicPropertyRows.Num();
// Label
@@ -2703,7 +2695,7 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
DynamicPropertyRows.Add(Row);
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Built %d dynamic property row(s)"), DynamicPropertyRows.Num());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Built %d dynamic property row(s)"), DynamicPropertyRows.Num());
}
void UPS_Editor_MainWidget::RefreshDynamicPropertyValues()
@@ -3033,7 +3025,7 @@ void UPS_Editor_MainWidget::ApplyPropertyFromUI(int32 RowIndex)
if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc))
{
Target->ProcessEvent(RepFunc, nullptr);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Called %s on %s"), *Row.CachedProperty->RepNotifyFunc.ToString(), *Target->GetName());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Called %s on %s"), *Row.CachedProperty->RepNotifyFunc.ToString(), *Target->GetName());
}
}
@@ -3060,7 +3052,7 @@ void UPS_Editor_MainWidget::ApplyPropertyFromUI(int32 RowIndex)
}
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Property %s changed: %s → %s"), *Row.Key, *OldValue, *NewValue);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Property %s changed: %s → %s"), *Row.Key, *OldValue, *NewValue);
// Always notify property changed
const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass());
@@ -4039,7 +4031,7 @@ void UPS_Editor_MainWidget::RebuildTimelineTracksList()
// previously-selected actor (e.g. a spline still in overlay-visible state)
// is properly released and its handles/highlight go away.
AActor* TrackActor = TS2->FindActorById(Tr.ActorId);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Key click — track=%d key=%d ActorId=%s resolved=%s"),
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Key click — track=%d key=%d ActorId=%s resolved=%s"),
CapturedTrack, CapturedKey, *Tr.ActorId.ToString(), TrackActor ? *TrackActor->GetName() : TEXT("null"));
if (TrackActor)
{

View File

@@ -1381,18 +1381,14 @@ void UPS_Editor_MainWidget_Legacy::PopulateSceneList()
// No base level in the scenario file — try to resolve the default from the catalog.
if (!bHasValidBaseLevel && EditorPC->MasterCatalogAsset)
{
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scenario '%s' has no base level, searching for default in MasterCatalog (%d entries)"),
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Scenario '%s' has no base level, searching for default in MasterCatalog (%d entries)"),
*Name, EditorPC->MasterCatalogAsset->BaseLevels.Num());
for (const FPS_Editor_BaseLevelEntry& Entry : EditorPC->MasterCatalogAsset->BaseLevels)
{
UE_LOG(LogTemp, Log, TEXT(" BaseLevel entry: DisplayName='%s', MapPath='%s', bIsDefault=%d"),
*Entry.DisplayName, *Entry.MapPath, Entry.bIsDefault ? 1 : 0);
if (Entry.bIsDefault && !Entry.DisplayName.IsEmpty())
{
SceneLevelName = Entry.DisplayName;
bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName);
UE_LOG(LogTemp, Log, TEXT(" -> Picked default '%s' (in PathMap=%d)"),
*SceneLevelName, bHasValidBaseLevel ? 1 : 0);
break;
}
}
@@ -2076,7 +2072,7 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditableComponent has 0 properties on %s"), *Actor->GetName());
return;
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Building %d dynamic property rows for %s"), EditComp->EditableProperties.Num(), *Actor->GetName());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Building %d dynamic property rows for %s"), EditComp->EditableProperties.Num(), *Actor->GetName());
const FSlateFontInfo LabelFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
const FSlateFontInfo ValueFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
@@ -2104,8 +2100,6 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
Row.DisplayName = EditComp->GetDisplayName(Entry.Path);
Row.Key = Entry.Path.ToString();
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolving [%s] comp='%s' prop='%s'"), *Row.Key, *Row.ComponentName, *Row.PropertyName);
UObject* Target = FindPropertyTarget(Actor, Row.ComponentName);
if (!Target)
{
@@ -2126,8 +2120,6 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: Property '%s' not found on %s (%s)"), *Row.PropertyName, *Target->GetName(), *Target->GetClass()->GetName());
continue;
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved OK → %s on %s"), *Row.CachedProperty->GetName(), *Target->GetClass()->GetName());
const int32 RowIndex = DynamicPropertyRows.Num();
// Label
@@ -2374,7 +2366,7 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
DynamicPropertyRows.Add(Row);
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Built %d dynamic property row(s)"), DynamicPropertyRows.Num());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Built %d dynamic property row(s)"), DynamicPropertyRows.Num());
}
void UPS_Editor_MainWidget_Legacy::RefreshDynamicPropertyValues()
@@ -2707,7 +2699,7 @@ void UPS_Editor_MainWidget_Legacy::ApplyPropertyFromUI(int32 RowIndex)
if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc))
{
Target->ProcessEvent(RepFunc, nullptr);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Called %s on %s"), *Row.CachedProperty->RepNotifyFunc.ToString(), *Target->GetName());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Called %s on %s"), *Row.CachedProperty->RepNotifyFunc.ToString(), *Target->GetName());
}
}
@@ -2734,7 +2726,7 @@ void UPS_Editor_MainWidget_Legacy::ApplyPropertyFromUI(int32 RowIndex)
}
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Property %s changed: %s → %s"), *Row.Key, *OldValue, *NewValue);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Property %s changed: %s → %s"), *Row.Key, *OldValue, *NewValue);
// Always notify property changed
const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass());
@@ -3689,7 +3681,7 @@ void UPS_Editor_MainWidget_Legacy::RebuildTimelineTracksList()
// previously-selected actor (e.g. a spline still in overlay-visible state)
// is properly released and its handles/highlight go away.
AActor* TrackActor = TS2->FindActorById(Tr.ActorId);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Key click — track=%d key=%d ActorId=%s resolved=%s"),
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Key click — track=%d key=%d ActorId=%s resolved=%s"),
CapturedTrack, CapturedKey, *Tr.ActorId.ToString(), TrackActor ? *TrackActor->GetName() : TEXT("null"));
if (TrackActor)
{