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:
@@ -812,7 +812,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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InsertSM->SetTransformMode(EPS_Editor_TransformMode::Translate);
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InsertSM->SetTransformMode(EPS_Editor_TransformMode::Translate);
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Inserted spline point at index %d"), InsertIdx);
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Inserted spline point at index %d"), InsertIdx);
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return;
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return;
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}
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}
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}
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}
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@@ -868,7 +868,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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}
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}
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Added spline point at end (index %d)"), NewIdx);
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Added spline point at end (index %d)"), NewIdx);
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return;
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return;
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}
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}
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}
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}
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@@ -1059,7 +1059,7 @@ void APS_Editor_Pawn::HandleTranslateMode(const FInputActionValue& Value)
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if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
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if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
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{
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{
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SM->SetTransformMode(EPS_Editor_TransformMode::Translate);
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SM->SetTransformMode(EPS_Editor_TransformMode::Translate);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Translate mode"));
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Translate mode"));
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}
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}
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}
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}
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}
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}
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@@ -1072,7 +1072,7 @@ void APS_Editor_Pawn::HandleRotateMode(const FInputActionValue& Value)
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if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
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if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
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{
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{
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SM->SetTransformMode(EPS_Editor_TransformMode::Rotate);
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SM->SetTransformMode(EPS_Editor_TransformMode::Rotate);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Rotate mode"));
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Rotate mode"));
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}
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}
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}
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}
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}
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}
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@@ -1085,7 +1085,7 @@ void APS_Editor_Pawn::HandleScaleMode(const FInputActionValue& Value)
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if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
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if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
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{
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{
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SM->SetTransformMode(EPS_Editor_TransformMode::Scale);
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SM->SetTransformMode(EPS_Editor_TransformMode::Scale);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scale mode"));
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Scale mode"));
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}
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}
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}
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}
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}
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}
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@@ -1155,7 +1155,7 @@ void APS_Editor_Pawn::HandleDelete(const FInputActionValue& Value)
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}
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}
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Deleted spline point, %d remaining"), Spline->GetNumPoints());
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Deleted spline point, %d remaining"), Spline->GetNumPoints());
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}
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}
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else if (Spline)
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else if (Spline)
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{
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{
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@@ -1288,11 +1288,6 @@ void APS_Editor_Pawn::HandleSnapToGround(const FInputActionValue& Value)
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if (GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_Camera, Params))
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if (GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_Camera, Params))
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{
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{
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: SnapToGround - PointLoc=%s, HitZ=%.2f, HitActor=%s, HitComp=%s"),
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*PointLoc.ToString(), Hit.ImpactPoint.Z,
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Hit.GetActor() ? *Hit.GetActor()->GetName() : TEXT("null"),
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Hit.GetComponent() ? *Hit.GetComponent()->GetName() : TEXT("null"));
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// Store state for undo
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// Store state for undo
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TArray<FVector> OldPoints = Spline->GetAllPointLocations();
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TArray<FVector> OldPoints = Spline->GetAllPointLocations();
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@@ -655,7 +655,7 @@ void APS_Editor_PlayerController::BeginPointPlacement(TSubclassOf<AActor> InActo
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bAppendingToActor = false;
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bAppendingToActor = false;
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AppendInitialPoints.Empty();
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AppendInitialPoints.Empty();
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EditorMode = EPS_Editor_EditorMode::SplinePlacement;
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EditorMode = EPS_Editor_EditorMode::SplinePlacement;
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Point placement mode started (class: %s)"), *PlacementActorClass->GetName());
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Point placement mode started (class: %s)"), *PlacementActorClass->GetName());
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}
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}
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void APS_Editor_PlayerController::BeginPointPlacementAppend(AActor* ExistingActor)
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void APS_Editor_PlayerController::BeginPointPlacementAppend(AActor* ExistingActor)
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@@ -682,7 +682,7 @@ void APS_Editor_PlayerController::BeginPointPlacementAppend(AActor* ExistingActo
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IPS_Editor_ChildMovable::Execute_SetChildHandlesVisible(ExistingActor, true);
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IPS_Editor_ChildMovable::Execute_SetChildHandlesVisible(ExistingActor, true);
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Editing sub-elements of %s"), *ExistingActor->GetName());
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Editing sub-elements of %s"), *ExistingActor->GetName());
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}
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}
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void APS_Editor_PlayerController::FinishPointPlacement()
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void APS_Editor_PlayerController::FinishPointPlacement()
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@@ -718,7 +718,7 @@ void APS_Editor_PlayerController::FinishPointPlacement()
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SelectionManager->SelectActor(PlacementActor);
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SelectionManager->SelectActor(PlacementActor);
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Exited placement mode"));
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Exited placement mode"));
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bAppendingToActor = false;
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bAppendingToActor = false;
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AppendInitialPoints.Empty();
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AppendInitialPoints.Empty();
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EditorMode = EPS_Editor_EditorMode::Normal;
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EditorMode = EPS_Editor_EditorMode::Normal;
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@@ -759,7 +759,7 @@ void APS_Editor_PlayerController::LoadBaseLevelAsSublevel(const FString& LevelNa
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CurrentSublevel->SetShouldBeVisible(false);
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CurrentSublevel->SetShouldBeVisible(false);
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CurrentSublevel->SetIsRequestingUnloadAndRemoval(true);
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CurrentSublevel->SetIsRequestingUnloadAndRemoval(true);
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CurrentSublevel = nullptr;
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CurrentSublevel = nullptr;
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Unloaded previous sublevel"));
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Unloaded previous sublevel"));
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}
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}
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// Rebuild spawn catalog: global + base-level-specific catalogs
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// Rebuild spawn catalog: global + base-level-specific catalogs
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@@ -879,7 +879,7 @@ void APS_Editor_PlayerController::LoadBaseLevelAsSublevel(const FString& LevelNa
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ExtraSublevel->SetShouldBeLoaded(true);
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ExtraSublevel->SetShouldBeLoaded(true);
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ExtraSublevel->SetShouldBeVisible(true);
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ExtraSublevel->SetShouldBeVisible(true);
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AdditionalSublevels.Add(ExtraSublevel);
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AdditionalSublevels.Add(ExtraSublevel);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Loaded additional sublevel '%s'"), *ExtraPath);
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Loaded additional sublevel '%s'"), *ExtraPath);
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}
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}
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else
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else
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{
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{
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@@ -927,7 +927,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
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Actor->MarkComponentsRenderStateDirty();
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Actor->MarkComponentsRenderStateDirty();
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}
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}
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Deferred lightmap refresh on sublevel"));
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Deferred lightmap refresh on sublevel"));
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}, 0.5f, false);
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}, 0.5f, false);
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APS_Editor_CameraStart* CameraStart = nullptr;
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APS_Editor_CameraStart* CameraStart = nullptr;
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@@ -940,7 +940,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
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if (APostProcessVolume* PPVolume = Cast<APostProcessVolume>(Actor))
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if (APostProcessVolume* PPVolume = Cast<APostProcessVolume>(Actor))
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{
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{
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PPVolume->Settings.WeightedBlendables.Array.Empty();
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PPVolume->Settings.WeightedBlendables.Array.Empty();
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Disabled PP materials on '%s'"), *PPVolume->GetName());
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Disabled PP materials on '%s'"), *PPVolume->GetName());
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}
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}
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// Find camera start marker
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// Find camera start marker
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@@ -958,7 +958,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
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const FRotator YawOnly(CameraStart->GetActorRotation().Pitch, CameraStart->GetActorRotation().Yaw, 0.0f);
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const FRotator YawOnly(CameraStart->GetActorRotation().Pitch, CameraStart->GetActorRotation().Yaw, 0.0f);
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MyPawn->SetActorLocationAndRotation(CameraStart->GetActorLocation(), YawOnly);
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MyPawn->SetActorLocationAndRotation(CameraStart->GetActorLocation(), YawOnly);
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SetControlRotation(YawOnly);
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SetControlRotation(YawOnly);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Camera moved to CameraStart at %s"),
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Camera moved to CameraStart at %s"),
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*CameraStart->GetActorLocation().ToString());
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*CameraStart->GetActorLocation().ToString());
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}
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}
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}
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}
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@@ -1077,7 +1077,7 @@ void APS_Editor_PlayerController::HandleEditorClick(FVector2D ScreenPos, bool bA
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{
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{
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const int32 InsertIdx = Spline->FindInsertIndex(TubeHit.ImpactPoint);
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const int32 InsertIdx = Spline->FindInsertIndex(TubeHit.ImpactPoint);
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Spline->InsertPoint(InsertIdx, TubeHit.ImpactPoint + FVector(0.0f, 0.0f, 5.0f));
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Spline->InsertPoint(InsertIdx, TubeHit.ImpactPoint + FVector(0.0f, 0.0f, 5.0f));
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Inserted point at index %d during placement"), InsertIdx);
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Inserted point at index %d during placement"), InsertIdx);
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return;
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return;
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}
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}
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}
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}
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@@ -195,7 +195,7 @@ void UPS_Editor_SelectionManager::SelectActor(AActor* Actor)
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Spline->SetSelected(true);
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Spline->SetSelected(true);
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Selected %s"), *Actor->GetName());
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Selected %s"), *Actor->GetName());
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}
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}
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void UPS_Editor_SelectionManager::DeselectActor(AActor* Actor)
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void UPS_Editor_SelectionManager::DeselectActor(AActor* Actor)
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@@ -235,7 +235,7 @@ void UPS_Editor_SelectionManager::DeselectActor(AActor* Actor)
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}
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}
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Deselected %s"), *Actor->GetName());
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Deselected %s"), *Actor->GetName());
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}
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}
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}
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}
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@@ -287,7 +287,7 @@ void UPS_Editor_SelectionManager::ClearSelection()
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if (Count > 0)
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if (Count > 0)
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{
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{
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Cleared selection (%d actors)"), Count);
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Cleared selection (%d actors)"), Count);
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}
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}
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}
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}
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@@ -98,7 +98,7 @@ void UPS_Editor_UndoManager::RecordAction(TSharedPtr<FPS_Editor_Action> Action)
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PruneHistory();
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PruneHistory();
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Recorded action: %s (stack size: %d)"),
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Recorded action: %s (stack size: %d)"),
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*Action->GetDescription(), ActionStack.Num());
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*Action->GetDescription(), ActionStack.Num());
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}
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}
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@@ -111,7 +111,7 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_
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if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor))
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if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor))
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{
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{
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Spline->ExportToCustomProperties(ActorData.CustomProperties);
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Spline->ExportToCustomProperties(ActorData.CustomProperties);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Exported spline with %d points, class=%s"),
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Exported spline with %d points, class=%s"),
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Spline->GetNumPoints(), *ActorData.ClassPath);
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Spline->GetNumPoints(), *ActorData.ClassPath);
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}
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}
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@@ -181,7 +181,7 @@ void UPS_Editor_EditableComponent::PostEditChangeProperty(FPropertyChangedEvent&
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FPS_Editor_EditablePropertyEntry NewEntry;
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FPS_Editor_EditablePropertyEntry NewEntry;
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NewEntry.Path = FullPath;
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NewEntry.Path = FullPath;
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EditableProperties.Add(NewEntry);
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EditableProperties.Add(NewEntry);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Added editable property: %s"), *FullPath.ToString());
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Added editable property: %s"), *FullPath.ToString());
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}
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}
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AddProperty = NAME_None; // Reset for next pick
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AddProperty = NAME_None; // Reset for next pick
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@@ -156,7 +156,7 @@ namespace PS_Editor_NavUtils
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if (Mat)
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if (Mat)
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{
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{
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GSurfaceMaterial = Mat;
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GSurfaceMaterial = Mat;
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: NavMesh surface material loaded from %s"), GNavMeshSurfaceMaterialPath);
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: NavMesh surface material loaded from %s"), GNavMeshSurfaceMaterialPath);
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GSurfaceMaterialMissingWarned = false;
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GSurfaceMaterialMissingWarned = false;
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return Mat;
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return Mat;
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}
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}
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@@ -42,7 +42,7 @@ void UPS_Editor_SpawnCatalog::CaptureAllThumbnails()
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// Skip if already has a custom thumbnail
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// Skip if already has a custom thumbnail
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if (SpawnComp->Thumbnail)
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if (SpawnComp->Thumbnail)
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{
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{
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: %s already has a thumbnail, skipping"), *LoadedClass->GetName());
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: %s already has a thumbnail, skipping"), *LoadedClass->GetName());
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continue;
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continue;
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}
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}
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@@ -111,7 +111,7 @@ void UPS_Editor_SpawnCatalog::CaptureAllThumbnails()
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Blueprint->MarkPackageDirty();
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Blueprint->MarkPackageDirty();
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Captured++;
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Captured++;
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Captured thumbnail for %s -> %s"), *Blueprint->GetName(), *FullPath);
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Captured thumbnail for %s -> %s"), *Blueprint->GetName(), *FullPath);
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Captured %d thumbnails"), Captured);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Captured %d thumbnails"), Captured);
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@@ -96,11 +96,6 @@ void UPS_Editor_SpawnManager::AddCatalog(UPS_Editor_SpawnCatalog* InCatalog)
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Resolved.Thumbnail = SpawnComp ? SpawnComp->Thumbnail : nullptr;
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Resolved.Thumbnail = SpawnComp ? SpawnComp->Thumbnail : nullptr;
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Resolved.bIsMandatory = SpawnComp ? SpawnComp->bIsMandatory : false;
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Resolved.bIsMandatory = SpawnComp ? SpawnComp->bIsMandatory : false;
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved '%s' - SpawnComp=%s, Thumbnail=%s"),
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*Resolved.DisplayName,
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SpawnComp ? TEXT("found") : TEXT("null"),
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Resolved.Thumbnail ? *Resolved.Thumbnail->GetPathName() : TEXT("null"));
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ResolvedEntries.Add(Resolved);
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ResolvedEntries.Add(Resolved);
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}
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}
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@@ -427,7 +422,6 @@ AActor* UPS_Editor_SpawnManager::RespawnActorWithProperties(AActor* OldActor, co
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if (Prop)
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if (Prop)
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{
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{
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Prop->ImportText_InContainer(*Pair.Value, Target, Target, PPF_None);
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Prop->ImportText_InContainer(*Pair.Value, Target, Target, PPF_None);
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Respawn apply [%s] = '%s' on %s"), *Pair.Key, *Pair.Value, *Target->GetName());
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}
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}
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}
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}
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}
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}
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@@ -494,7 +488,7 @@ void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
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{
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{
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if (E.bIsMandatory) ++MandatoryCount;
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if (E.bIsMandatory) ++MandatoryCount;
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: EnsureMandatoryActorsPresent — scanning %d catalog entries (%d marked mandatory)"),
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: EnsureMandatoryActorsPresent — scanning %d catalog entries (%d marked mandatory)"),
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ResolvedEntries.Num(), MandatoryCount);
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ResolvedEntries.Num(), MandatoryCount);
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if (MandatoryCount == 0)
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if (MandatoryCount == 0)
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{
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{
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@@ -513,7 +507,7 @@ void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
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{
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{
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AnchorXf = Anchor->GetActorTransform();
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AnchorXf = Anchor->GetActorTransform();
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bAnchorFound = true;
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bAnchorFound = true;
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: MandatoryAnchor found at %s"), *AnchorXf.GetLocation().ToString());
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: MandatoryAnchor found at %s"), *AnchorXf.GetLocation().ToString());
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break;
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break;
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}
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}
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}
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}
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@@ -546,7 +540,6 @@ void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
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if (bAlreadyPresent)
|
if (bAlreadyPresent)
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{
|
{
|
||||||
++SkippedExisting;
|
++SkippedExisting;
|
||||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Mandatory '%s' already present, skipping."), *Entry.DisplayName);
|
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -389,7 +389,7 @@ bool UPS_Editor_TimelineSubsystem::AddOrUpdateKeyAtCurrentTime(AActor* Actor, co
|
|||||||
const FGuid ActorId = GetOrCreateActorId(Actor);
|
const FGuid ActorId = GetOrCreateActorId(Actor);
|
||||||
if (!ActorId.IsValid()) return false;
|
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);
|
*Actor->GetName(), *ActorId.ToString(), *PropertyPath.ToString(), CurrentTime);
|
||||||
|
|
||||||
// Resolve property to read current value
|
// Resolve property to read current value
|
||||||
|
|||||||
@@ -1547,18 +1547,14 @@ void UPS_Editor_MainWidget::PopulateSceneList()
|
|||||||
// No base level in the scenario file — try to resolve the default from the catalog.
|
// No base level in the scenario file — try to resolve the default from the catalog.
|
||||||
if (!bHasValidBaseLevel && EditorPC->MasterCatalogAsset)
|
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());
|
*Name, EditorPC->MasterCatalogAsset->BaseLevels.Num());
|
||||||
for (const FPS_Editor_BaseLevelEntry& Entry : EditorPC->MasterCatalogAsset->BaseLevels)
|
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())
|
if (Entry.bIsDefault && !Entry.DisplayName.IsEmpty())
|
||||||
{
|
{
|
||||||
SceneLevelName = Entry.DisplayName;
|
SceneLevelName = Entry.DisplayName;
|
||||||
bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName);
|
bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName);
|
||||||
UE_LOG(LogTemp, Log, TEXT(" -> Picked default '%s' (in PathMap=%d)"),
|
|
||||||
*SceneLevelName, bHasValidBaseLevel ? 1 : 0);
|
|
||||||
break;
|
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());
|
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditableComponent has 0 properties on %s"), *Actor->GetName());
|
||||||
return;
|
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 LabelFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
|
||||||
const FSlateFontInfo ValueFont = 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.DisplayName = EditComp->GetDisplayName(Entry.Path);
|
||||||
Row.Key = Entry.Path.ToString();
|
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);
|
UObject* Target = FindPropertyTarget(Actor, Row.ComponentName);
|
||||||
if (!Target)
|
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());
|
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: Property '%s' not found on %s (%s)"), *Row.PropertyName, *Target->GetName(), *Target->GetClass()->GetName());
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved OK → %s on %s"), *Row.CachedProperty->GetName(), *Target->GetClass()->GetName());
|
|
||||||
|
|
||||||
const int32 RowIndex = DynamicPropertyRows.Num();
|
const int32 RowIndex = DynamicPropertyRows.Num();
|
||||||
|
|
||||||
// Label
|
// Label
|
||||||
@@ -2703,7 +2695,7 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
|
|||||||
DynamicPropertyRows.Add(Row);
|
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()
|
void UPS_Editor_MainWidget::RefreshDynamicPropertyValues()
|
||||||
@@ -3033,7 +3025,7 @@ void UPS_Editor_MainWidget::ApplyPropertyFromUI(int32 RowIndex)
|
|||||||
if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc))
|
if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc))
|
||||||
{
|
{
|
||||||
Target->ProcessEvent(RepFunc, nullptr);
|
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
|
// Always notify property changed
|
||||||
const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass());
|
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)
|
// previously-selected actor (e.g. a spline still in overlay-visible state)
|
||||||
// is properly released and its handles/highlight go away.
|
// is properly released and its handles/highlight go away.
|
||||||
AActor* TrackActor = TS2->FindActorById(Tr.ActorId);
|
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"));
|
CapturedTrack, CapturedKey, *Tr.ActorId.ToString(), TrackActor ? *TrackActor->GetName() : TEXT("null"));
|
||||||
if (TrackActor)
|
if (TrackActor)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -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.
|
// No base level in the scenario file — try to resolve the default from the catalog.
|
||||||
if (!bHasValidBaseLevel && EditorPC->MasterCatalogAsset)
|
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());
|
*Name, EditorPC->MasterCatalogAsset->BaseLevels.Num());
|
||||||
for (const FPS_Editor_BaseLevelEntry& Entry : EditorPC->MasterCatalogAsset->BaseLevels)
|
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())
|
if (Entry.bIsDefault && !Entry.DisplayName.IsEmpty())
|
||||||
{
|
{
|
||||||
SceneLevelName = Entry.DisplayName;
|
SceneLevelName = Entry.DisplayName;
|
||||||
bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName);
|
bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName);
|
||||||
UE_LOG(LogTemp, Log, TEXT(" -> Picked default '%s' (in PathMap=%d)"),
|
|
||||||
*SceneLevelName, bHasValidBaseLevel ? 1 : 0);
|
|
||||||
break;
|
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());
|
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditableComponent has 0 properties on %s"), *Actor->GetName());
|
||||||
return;
|
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 LabelFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
|
||||||
const FSlateFontInfo ValueFont = 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.DisplayName = EditComp->GetDisplayName(Entry.Path);
|
||||||
Row.Key = Entry.Path.ToString();
|
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);
|
UObject* Target = FindPropertyTarget(Actor, Row.ComponentName);
|
||||||
if (!Target)
|
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());
|
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: Property '%s' not found on %s (%s)"), *Row.PropertyName, *Target->GetName(), *Target->GetClass()->GetName());
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved OK → %s on %s"), *Row.CachedProperty->GetName(), *Target->GetClass()->GetName());
|
|
||||||
|
|
||||||
const int32 RowIndex = DynamicPropertyRows.Num();
|
const int32 RowIndex = DynamicPropertyRows.Num();
|
||||||
|
|
||||||
// Label
|
// Label
|
||||||
@@ -2374,7 +2366,7 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
|
|||||||
DynamicPropertyRows.Add(Row);
|
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()
|
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))
|
if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc))
|
||||||
{
|
{
|
||||||
Target->ProcessEvent(RepFunc, nullptr);
|
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
|
// Always notify property changed
|
||||||
const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass());
|
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)
|
// previously-selected actor (e.g. a spline still in overlay-visible state)
|
||||||
// is properly released and its handles/highlight go away.
|
// is properly released and its handles/highlight go away.
|
||||||
AActor* TrackActor = TS2->FindActorById(Tr.ActorId);
|
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"));
|
CapturedTrack, CapturedKey, *Tr.ActorId.ToString(), TrackActor ? *TrackActor->GetName() : TEXT("null"));
|
||||||
if (TrackActor)
|
if (TrackActor)
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in New Issue
Block a user