Add editor-only floor cut to hide primitives above the MandatoryAnchor
Per-component visibility/collision toggle gated on bounds-min Z vs (AnchorZ + Height). Snapshotted before mutation and restored on disable, so the feature is non-destructive. Wired into the toolbars of both Slate widgets and exposed as Blueprint methods on the UMG widget. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,230 @@
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#include "PS_Editor_FloorCutManager.h"
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#include "PS_Editor_MandatoryAnchor.h"
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#include "PS_Editor_SceneLoader.h"
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#include "Components/PrimitiveComponent.h"
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#include "EngineUtils.h"
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#include "Engine/World.h"
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bool UPS_Editor_FloorCutManager::ShouldCreateSubsystem(UObject* Outer) const
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{
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// Only create on real game worlds — skip preview / inactive worlds.
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if (const UWorld* World = Cast<UWorld>(Outer))
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{
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const EWorldType::Type WT = World->WorldType;
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return WT == EWorldType::Game || WT == EWorldType::PIE || WT == EWorldType::Editor;
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}
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return false;
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}
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void UPS_Editor_FloorCutManager::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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bEnabled = false;
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HeightAboveAnchor = 200.f;
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bAnchorZCached = false;
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CachedAnchorZ = 0.f;
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}
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void UPS_Editor_FloorCutManager::Deinitialize()
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{
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// Restore everything we touched, so a world tear-down leaves a clean state.
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RestoreAll();
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Snapshots.Empty();
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Super::Deinitialize();
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}
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void UPS_Editor_FloorCutManager::SetEnabled(bool bInEnabled)
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{
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// Editor-only feature: silently ignore in gameplay mode. The widgets gate calls already,
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// but this is a belt-and-braces safety so nothing leaks into a SceneLoader-driven runtime.
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if (!UPS_Editor_SceneLoader::IsInEditorMode())
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{
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if (bEnabled)
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{
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RestoreAll();
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bEnabled = false;
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}
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return;
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}
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if (bEnabled == bInEnabled) return;
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bEnabled = bInEnabled;
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if (bEnabled)
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{
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ApplyCutToWorld();
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}
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else
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{
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RestoreAll();
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}
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}
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void UPS_Editor_FloorCutManager::SetHeightAboveAnchor(float HeightCm)
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{
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// Clamp to a sane range matching the UI slider (0–1000 cm).
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HeightCm = FMath::Clamp(HeightCm, 0.f, 10000.f);
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if (FMath::IsNearlyEqual(HeightAboveAnchor, HeightCm)) return;
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HeightAboveAnchor = HeightCm;
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if (bEnabled)
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{
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ApplyCutToWorld();
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}
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}
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float UPS_Editor_FloorCutManager::GetCutWorldZ() const
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{
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if (!bAnchorZCached)
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{
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// Const-cast acceptable: lazy cache only, no observable mutation of "logical" state.
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const_cast<UPS_Editor_FloorCutManager*>(this)->ResolveAnchorZ();
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}
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return CachedAnchorZ + HeightAboveAnchor;
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}
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void UPS_Editor_FloorCutManager::ReapplyCut()
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{
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if (!bEnabled) return;
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ApplyCutToWorld();
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}
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void UPS_Editor_FloorCutManager::OnActorSpawned(AActor* Actor)
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{
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if (!bEnabled || !Actor) return;
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ResolveAnchorZ();
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const float CutZ = CachedAnchorZ + HeightAboveAnchor;
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TArray<UPrimitiveComponent*> Prims;
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Actor->GetComponents<UPrimitiveComponent>(Prims);
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for (UPrimitiveComponent* P : Prims)
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{
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ApplyCutToComponent(P, CutZ);
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}
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}
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void UPS_Editor_FloorCutManager::InvalidateAnchorCache()
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{
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bAnchorZCached = false;
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}
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float UPS_Editor_FloorCutManager::ResolveAnchorZ()
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{
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bAnchorZCached = true;
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CachedAnchorZ = 0.f;
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UWorld* World = GetWorld();
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if (!World) return CachedAnchorZ;
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for (TActorIterator<APS_Editor_MandatoryAnchor> It(World); It; ++It)
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{
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if (APS_Editor_MandatoryAnchor* Anchor = *It)
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{
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CachedAnchorZ = Anchor->GetActorLocation().Z;
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: FloorCut anchor Z = %f"), CachedAnchorZ);
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return CachedAnchorZ;
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}
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}
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UE_LOG(LogTemp, Warning, TEXT("PS_Editor: FloorCut — no APS_Editor_MandatoryAnchor found, using world Z=0 as reference"));
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return CachedAnchorZ;
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}
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void UPS_Editor_FloorCutManager::ApplyCutToWorld()
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{
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UWorld* World = GetWorld();
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if (!World) return;
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ResolveAnchorZ();
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const float CutZ = CachedAnchorZ + HeightAboveAnchor;
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int32 Hidden = 0;
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int32 Visible = 0;
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for (TActorIterator<AActor> ActorIt(World); ActorIt; ++ActorIt)
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{
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AActor* Actor = *ActorIt;
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if (!Actor) continue;
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// Never hide the anchor itself (it's hidden in game anyway, but defensive).
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if (Actor->IsA<APS_Editor_MandatoryAnchor>()) continue;
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TArray<UPrimitiveComponent*> Prims;
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Actor->GetComponents<UPrimitiveComponent>(Prims);
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for (UPrimitiveComponent* P : Prims)
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{
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if (!P) continue;
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const FBoxSphereBounds B = P->Bounds;
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const float MinZ = B.Origin.Z - B.BoxExtent.Z;
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if (MinZ > CutZ)
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{
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ApplyCutToComponent(P, CutZ);
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++Hidden;
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}
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else
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{
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// Component sits at or straddles the plane → must be in its restored state.
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RestoreComponent(P);
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++Visible;
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}
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}
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}
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UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: FloorCut applied — CutZ=%.1f, hidden=%d, kept=%d, anchor=%.1f, height=%.1f"),
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CutZ, Hidden, Visible, CachedAnchorZ, HeightAboveAnchor);
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}
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void UPS_Editor_FloorCutManager::ApplyCutToComponent(UPrimitiveComponent* Comp, float CutZ)
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{
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if (!Comp) return;
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const FBoxSphereBounds B = Comp->Bounds;
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const float MinZ = B.Origin.Z - B.BoxExtent.Z;
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if (MinZ <= CutZ)
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{
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// Below the plane — make sure it is in its restored state (caller may not have).
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RestoreComponent(Comp);
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return;
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}
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// Snapshot before first mutation, so we can restore the exact original state.
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TWeakObjectPtr<UPrimitiveComponent> Key(Comp);
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if (!Snapshots.Contains(Key))
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{
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FCutSnapshot Snap;
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Snap.bWasVisible = Comp->IsVisible();
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Snap.CollisionEnabled = Comp->GetCollisionEnabled();
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Snapshots.Add(Key, Snap);
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}
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Comp->SetVisibility(false, /*bPropagateToChildren=*/false);
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Comp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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void UPS_Editor_FloorCutManager::RestoreComponent(UPrimitiveComponent* Comp)
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{
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if (!Comp) return;
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TWeakObjectPtr<UPrimitiveComponent> Key(Comp);
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const FCutSnapshot* Snap = Snapshots.Find(Key);
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if (!Snap) return;
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Comp->SetVisibility(Snap->bWasVisible, /*bPropagateToChildren=*/false);
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Comp->SetCollisionEnabled(Snap->CollisionEnabled);
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Snapshots.Remove(Key);
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}
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void UPS_Editor_FloorCutManager::RestoreAll()
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{
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for (auto It = Snapshots.CreateIterator(); It; ++It)
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{
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UPrimitiveComponent* Comp = It.Key().Get();
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if (Comp)
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{
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Comp->SetVisibility(It.Value().bWasVisible, /*bPropagateToChildren=*/false);
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Comp->SetCollisionEnabled(It.Value().CollisionEnabled);
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}
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}
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Snapshots.Empty();
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}
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@@ -0,0 +1,101 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "Engine/EngineTypes.h"
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#include "UObject/WeakObjectPtr.h"
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#include "PS_Editor_FloorCutManager.generated.h"
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class UPrimitiveComponent;
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class APS_Editor_MandatoryAnchor;
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/**
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* Editor-only horizontal "floor cut" plane.
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*
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* Hides every UPrimitiveComponent whose world-space bounds-min Z is strictly above
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* AnchorZ + HeightAboveAnchor, by toggling per-component visibility and collision.
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* The original state is snapshotted before any modification and restored on disable
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* (or on plugin exit), so the feature is non-destructive.
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*
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* Editor-only by design — the gameplay runtime loaded via SceneLoader::LoadScene never
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* touches this subsystem. UI in the editor widgets is the only consumer.
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*
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* Limitations:
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* - Components straddling the cut plane (minZ <= cut <= maxZ) stay fully visible.
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* Per-pixel cuts would require modifying master materials, which we explicitly
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* don't want.
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* - Anchor Z is sampled once and cached. If the user moves the APS_Editor_MandatoryAnchor
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* at runtime, call InvalidateAnchorCache() to re-sample.
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*
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* Usage:
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* - Get via UWorld::GetSubsystem<UPS_Editor_FloorCutManager>(World)
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* - SetEnabled(true), SetHeightAboveAnchor(200.f)
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* - OnActorSpawned(NewActor) when SpawnManager spawns a new actor while active
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*/
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UCLASS()
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class PS_EDITOR_API UPS_Editor_FloorCutManager : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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// UWorldSubsystem
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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virtual void Deinitialize() override;
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virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
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/** Enable / disable the cut. On disable, all snapshotted components are restored. */
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void SetEnabled(bool bInEnabled);
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bool IsEnabled() const { return bEnabled; }
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/** Set the cut height in centimeters above the MandatoryAnchor. Re-applies immediately
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* if the cut is enabled. */
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void SetHeightAboveAnchor(float HeightCm);
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float GetHeightAboveAnchor() const { return HeightAboveAnchor; }
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/** Computed world Z of the cut plane (AnchorZ + HeightAboveAnchor). Returns
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* TNumericLimits<float>::Max() if no anchor is found. */
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float GetCutWorldZ() const;
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/** Force a re-application of the current cut on all current components.
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* Cheap (no allocation if components haven't moved). */
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void ReapplyCut();
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/** Called by the SpawnManager whenever it spawns a new actor while the cut is
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* active, so the new actor's primitives are evaluated against the cut. */
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void OnActorSpawned(AActor* Actor);
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/** Drop the cached anchor Z (re-sampled on next ReapplyCut). */
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void InvalidateAnchorCache();
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private:
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/** Per-component snapshot of the state we tweak, so we can restore exactly. */
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struct FCutSnapshot
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{
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bool bWasVisible = true;
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TEnumAsByte<ECollisionEnabled::Type> CollisionEnabled = ECollisionEnabled::QueryAndPhysics;
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};
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/** Apply the cut to a single primitive (snapshot if needed, then hide). */
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void ApplyCutToComponent(UPrimitiveComponent* Comp, float CutZ);
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/** Restore a single primitive from its snapshot, if any. */
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void RestoreComponent(UPrimitiveComponent* Comp);
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/** Walk the world and apply the cut to every primitive. */
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void ApplyCutToWorld();
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/** Restore every snapshotted primitive. */
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void RestoreAll();
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/** Find the world Z of the first MandatoryAnchor in the world, or fall back to 0.
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* Result is cached in CachedAnchorZ. */
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float ResolveAnchorZ();
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bool bEnabled = false;
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float HeightAboveAnchor = 200.f; // cm — default 2m as agreed with user
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bool bAnchorZCached = false;
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float CachedAnchorZ = 0.f;
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/** Snapshots of components we have modified, keyed by weak pointer so destroyed
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* primitives are simply ignored on restore. */
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TMap<TWeakObjectPtr<UPrimitiveComponent>, FCutSnapshot> Snapshots;
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};
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@@ -8,6 +8,7 @@
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#include "PS_Editor_GroundSnap.h"
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#include "PS_Editor_NavUtils.h"
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#include "PS_Editor_MandatoryAnchor.h"
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#include "PS_Editor_FloorCutManager.h"
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#include "AIController.h"
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#include "BrainComponent.h"
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#include "EngineUtils.h"
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@@ -310,6 +311,19 @@ AActor* UPS_Editor_SpawnManager::SpawnActorDirect(UClass* ActorClass, FVector Lo
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SpawnedActors.Add(SpawnedActor);
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RegisterSpawnedActorId(PC->GetWorld(), SpawnedActor);
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// If the editor's floor-cut is active, evaluate the new actor against it so it doesn't
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// appear floating above a "hidden" floor.
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if (UWorld* W = PC->GetWorld())
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{
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if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
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{
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if (FC->IsEnabled())
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{
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FC->OnActorSpawned(SpawnedActor);
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}
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}
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}
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return SpawnedActor;
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}
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@@ -335,6 +349,17 @@ void UPS_Editor_SpawnManager::TrackSpawnedActor(AActor* Actor)
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if (APlayerController* PC = OwnerPC.Get())
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{
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RegisterSpawnedActorId(PC->GetWorld(), Actor);
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// Re-evaluate against the floor cut (duplicate / paste paths land here).
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if (UWorld* W = PC->GetWorld())
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{
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if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
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{
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if (FC->IsEnabled())
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{
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FC->OnActorSpawned(Actor);
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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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@@ -32,6 +32,7 @@
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#include "DesktopPlatformModule.h"
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#include "PS_Editor_GameInstanceSubsystem.h"
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#include "PS_Editor_TimelineSubsystem.h"
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#include "PS_Editor_FloorCutManager.h"
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#include "Engine/World.h"
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#include "PS_Editor_UIStyleAsset.h"
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#include "PS_Editor_UIStyle.h"
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@@ -892,6 +893,70 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildToolbar()
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})
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]
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]
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+ SHorizontalBox::Slot().AutoWidth() [ MakeSeparator() ]
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// ---- Floor cut: editor-only horizontal plane to hide upper floors ----
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+ SHorizontalBox::Slot().AutoWidth()
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[
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MakeToggleButton(EPS_Editor_Icon::Grid, EPS_Editor_Icon::Grid,
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TAttribute<FString>::CreateLambda([this]() -> FString
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{
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UWorld* W = GetWorld();
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UPS_Editor_FloorCutManager* FC = W ? W->GetSubsystem<UPS_Editor_FloorCutManager>() : nullptr;
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return (FC && FC->IsEnabled()) ? TEXT("Floor cut On") : TEXT("Floor cut");
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}),
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[this]() -> bool
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{
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UWorld* W = GetWorld();
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UPS_Editor_FloorCutManager* FC = W ? W->GetSubsystem<UPS_Editor_FloorCutManager>() : nullptr;
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return FC && FC->IsEnabled();
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},
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[this]()
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{
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if (UWorld* W = GetWorld())
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{
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if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
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{
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FC->SetEnabled(!FC->IsEnabled());
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}
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}
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})
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]
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+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(4.0f, 0.0f)
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[
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SNew(SBox).MinDesiredWidth(120.0f)
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[
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SAssignNew(FloorCutSlider, SSlider)
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.MinValue(0.0f)
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.MaxValue(1000.0f)
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.StepSize(10.0f)
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.MouseUsesStep(true)
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.Value(200.0f)
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.ToolTipText(FText::FromString(TEXT("Cut height above MandatoryAnchor (cm) — range 0..1000, step 10")))
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.OnValueChanged_Lambda([this](float NewValue)
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{
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const float Snapped = FMath::RoundToFloat(NewValue / 10.f) * 10.f;
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if (UWorld* W = GetWorld())
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{
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if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
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{
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FC->SetHeightAboveAnchor(Snapped);
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}
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}
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if (FloorCutValueText.IsValid())
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{
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FloorCutValueText->SetText(FText::FromString(FString::Printf(TEXT("%.0f cm"), Snapped)));
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}
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})
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]
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]
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+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(2.0f, 0.0f)
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[
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SAssignNew(FloorCutValueText, STextBlock)
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.Text(FText::FromString(TEXT("200 cm")))
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.Font(FPS_Editor_UIStyle::SmallFont(S))
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.ColorAndOpacity(FPS_Editor_UIStyle::TextMuted(S))
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.MinDesiredWidth(48.0f)
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]
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];
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}
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@@ -107,6 +107,10 @@ private:
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TSharedPtr<STextBlock> SnapText;
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TSharedPtr<SEditableTextBox> SnapSizeField;
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// Floor-cut UI (editor-only horizontal plane that hides primitives above AnchorZ+H)
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TSharedPtr<STextBlock> FloorCutValueText;
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TSharedPtr<class SSlider> FloorCutSlider;
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// Spawn catalog
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TSharedPtr<SVerticalBox> SpawnListContainer;
|
||||
|
||||
|
||||
@@ -32,6 +32,7 @@
|
||||
#include "DesktopPlatformModule.h"
|
||||
#include "PS_Editor_GameInstanceSubsystem.h"
|
||||
#include "PS_Editor_TimelineSubsystem.h"
|
||||
#include "PS_Editor_FloorCutManager.h"
|
||||
#include "Engine/World.h"
|
||||
|
||||
// Forward declaration — the real definition lives further down with the timeline UI block,
|
||||
@@ -740,6 +741,69 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildToolbar()
|
||||
})
|
||||
]
|
||||
]
|
||||
// ---- Floor cut: editor-only horizontal plane to hide upper floors ----
|
||||
+ SHorizontalBox::Slot().AutoWidth().Padding(16.0f, 0.0f, 2.0f, 0.0f).VAlign(VAlign_Center)
|
||||
[
|
||||
SNew(SButton)
|
||||
.ToolTipText(FText::FromString(TEXT("Toggle floor cut. Hides primitives whose bounds-min Z is above (Anchor.Z + Height)")))
|
||||
.OnClicked_Lambda([this]() -> FReply
|
||||
{
|
||||
if (UWorld* W = GetWorld())
|
||||
{
|
||||
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
|
||||
{
|
||||
FC->SetEnabled(!FC->IsEnabled());
|
||||
if (FloorCutToggleText.IsValid())
|
||||
{
|
||||
FloorCutToggleText->SetText(FText::FromString(FC->IsEnabled() ? TEXT("Floor cut: On") : TEXT("Floor cut: Off")));
|
||||
}
|
||||
}
|
||||
}
|
||||
return FReply::Handled();
|
||||
})
|
||||
[
|
||||
SAssignNew(FloorCutToggleText, STextBlock)
|
||||
.Text(FText::FromString(TEXT("Floor cut: Off")))
|
||||
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 10))
|
||||
]
|
||||
]
|
||||
+ SHorizontalBox::Slot().AutoWidth().Padding(4.0f, 0.0f).VAlign(VAlign_Center)
|
||||
[
|
||||
SNew(SBox).MinDesiredWidth(120.0f)
|
||||
[
|
||||
SAssignNew(FloorCutSlider, SSlider)
|
||||
.MinValue(0.0f)
|
||||
.MaxValue(1000.0f)
|
||||
.StepSize(10.0f)
|
||||
.MouseUsesStep(true)
|
||||
.Value(200.0f)
|
||||
.ToolTipText(FText::FromString(TEXT("Cut height above MandatoryAnchor (cm) — range 0..1000, step 10")))
|
||||
.OnValueChanged_Lambda([this](float NewValue)
|
||||
{
|
||||
// Snap to 10 cm — SSlider's MouseUsesStep already does this for clicks,
|
||||
// but a drag still emits raw floats, so we re-snap here.
|
||||
const float Snapped = FMath::RoundToFloat(NewValue / 10.f) * 10.f;
|
||||
if (UWorld* W = GetWorld())
|
||||
{
|
||||
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
|
||||
{
|
||||
FC->SetHeightAboveAnchor(Snapped);
|
||||
}
|
||||
}
|
||||
if (FloorCutValueText.IsValid())
|
||||
{
|
||||
FloorCutValueText->SetText(FText::FromString(FString::Printf(TEXT("%.0f cm"), Snapped)));
|
||||
}
|
||||
})
|
||||
]
|
||||
]
|
||||
+ SHorizontalBox::Slot().AutoWidth().Padding(2.0f, 0.0f).VAlign(VAlign_Center)
|
||||
[
|
||||
SAssignNew(FloorCutValueText, STextBlock)
|
||||
.Text(FText::FromString(TEXT("200 cm")))
|
||||
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 9))
|
||||
.MinDesiredWidth(48.0f)
|
||||
]
|
||||
];
|
||||
}
|
||||
|
||||
|
||||
@@ -80,6 +80,11 @@ private:
|
||||
TSharedPtr<STextBlock> SnapText;
|
||||
TSharedPtr<SEditableTextBox> SnapSizeField;
|
||||
|
||||
// Floor-cut UI (editor-only horizontal plane that hides primitives above AnchorZ+H)
|
||||
TSharedPtr<STextBlock> FloorCutToggleText;
|
||||
TSharedPtr<class SSlider> FloorCutSlider;
|
||||
TSharedPtr<STextBlock> FloorCutValueText;
|
||||
|
||||
// Spawn catalog
|
||||
TSharedPtr<SVerticalBox> SpawnListContainer;
|
||||
|
||||
|
||||
@@ -4,7 +4,9 @@
|
||||
#include "PS_Editor_SpawnManager.h"
|
||||
#include "PS_Editor_SceneSerializer.h"
|
||||
#include "PS_Editor_PlayerController.h"
|
||||
#include "PS_Editor_FloorCutManager.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "Engine/World.h"
|
||||
|
||||
void UPS_Editor_MainWidget_UMG::SetSelectionManager(UPS_Editor_SelectionManager* InSelectionManager)
|
||||
{
|
||||
@@ -161,6 +163,54 @@ void UPS_Editor_MainWidget_UMG::ClearSelection()
|
||||
}
|
||||
}
|
||||
|
||||
// -------------------- Floor cut --------------------
|
||||
|
||||
void UPS_Editor_MainWidget_UMG::SetFloorCutEnabled(bool bEnabled)
|
||||
{
|
||||
if (UWorld* W = GetWorld())
|
||||
{
|
||||
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
|
||||
{
|
||||
FC->SetEnabled(bEnabled);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UPS_Editor_MainWidget_UMG::SetFloorCutHeightCm(float HeightCm)
|
||||
{
|
||||
if (UWorld* W = GetWorld())
|
||||
{
|
||||
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
|
||||
{
|
||||
FC->SetHeightAboveAnchor(HeightCm);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool UPS_Editor_MainWidget_UMG::IsFloorCutEnabled() const
|
||||
{
|
||||
if (UWorld* W = GetWorld())
|
||||
{
|
||||
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
|
||||
{
|
||||
return FC->IsEnabled();
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
float UPS_Editor_MainWidget_UMG::GetFloorCutHeightCm() const
|
||||
{
|
||||
if (UWorld* W = GetWorld())
|
||||
{
|
||||
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
|
||||
{
|
||||
return FC->GetHeightAboveAnchor();
|
||||
}
|
||||
}
|
||||
return 200.f;
|
||||
}
|
||||
|
||||
// -------------------- Getters --------------------
|
||||
|
||||
EPS_Editor_TransformMode UPS_Editor_MainWidget_UMG::GetCurrentTransformMode() const
|
||||
|
||||
@@ -70,6 +70,22 @@ public:
|
||||
UFUNCTION(BlueprintCallable, Category = "PS Editor|Selection")
|
||||
void ClearSelection();
|
||||
|
||||
// ---- Floor cut (editor-only horizontal plane that hides upper floors) ----
|
||||
|
||||
/** Enable/disable the floor cut. Slider value drives the cut height in cm above the
|
||||
* MandatoryAnchor. */
|
||||
UFUNCTION(BlueprintCallable, Category = "PS Editor|FloorCut")
|
||||
void SetFloorCutEnabled(bool bEnabled);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "PS Editor|FloorCut")
|
||||
void SetFloorCutHeightCm(float HeightCm);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "PS Editor|FloorCut")
|
||||
bool IsFloorCutEnabled() const;
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "PS Editor|FloorCut")
|
||||
float GetFloorCutHeightCm() const;
|
||||
|
||||
// ==================== BP-PURE GETTERS ====================
|
||||
UFUNCTION(BlueprintPure, Category = "PS Editor|Tools")
|
||||
EPS_Editor_TransformMode GetCurrentTransformMode() const;
|
||||
|
||||
Reference in New Issue
Block a user