diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_Pawn.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_Pawn.cpp index de99730..284bc6d 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_Pawn.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_Pawn.cpp @@ -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 OldPoints = Spline->GetAllPointLocations(); diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_PlayerController.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_PlayerController.cpp index 48f4e5b..e178208 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_PlayerController.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_PlayerController.cpp @@ -655,7 +655,7 @@ void APS_Editor_PlayerController::BeginPointPlacement(TSubclassOf 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(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; } } diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Selection/PS_Editor_SelectionManager.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Selection/PS_Editor_SelectionManager.cpp index 01c9032..64c3796 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Selection/PS_Editor_SelectionManager.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Selection/PS_Editor_SelectionManager.cpp @@ -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); } } diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Selection/PS_Editor_UndoManager.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Selection/PS_Editor_UndoManager.cpp index 023add6..d427c66 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Selection/PS_Editor_UndoManager.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Selection/PS_Editor_UndoManager.cpp @@ -98,7 +98,7 @@ void UPS_Editor_UndoManager::RecordAction(TSharedPtr 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()); } diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Serialization/PS_Editor_SceneSerializer.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Serialization/PS_Editor_SceneSerializer.cpp index 1ee64c5..fa4674f 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Serialization/PS_Editor_SceneSerializer.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Serialization/PS_Editor_SceneSerializer.cpp @@ -111,7 +111,7 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_ if (IPS_Editor_SplineEditable* Spline = Cast(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); } diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_EditableComponent.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_EditableComponent.cpp index da27199..8cafa39 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_EditableComponent.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_EditableComponent.cpp @@ -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 diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_NavUtils.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_NavUtils.cpp index ad07ba8..d93f633 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_NavUtils.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_NavUtils.cpp @@ -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; } diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_SpawnCatalog.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_SpawnCatalog.cpp index 197e7d6..678bbaa 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_SpawnCatalog.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_SpawnCatalog.cpp @@ -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); diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_SpawnManager.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_SpawnManager.cpp index c06af5d..3b856ed 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_SpawnManager.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_SpawnManager.cpp @@ -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; } diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Timeline/PS_Editor_TimelineSubsystem.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Timeline/PS_Editor_TimelineSubsystem.cpp index e987234..f7aec49 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Timeline/PS_Editor_TimelineSubsystem.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Timeline/PS_Editor_TimelineSubsystem.cpp @@ -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 diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.cpp index 0ef8800..82637ab 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.cpp @@ -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) { diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget_Legacy.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget_Legacy.cpp index 7f35c16..6c29aef 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget_Legacy.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget_Legacy.cpp @@ -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) {