Unify simulate/timeline controls + BeforeStop event + AI auto-possess safety net

- Remove the Simulate toolbar button (both Legacy + UMG widgets). Play /
  Pause / Restart / Stop now live exclusively on the Timeline panel, and
  the panel is visible by default (no more toggle button on the toolbar).
  Keeps a global Play button on the Legacy toolbar that opens the level
  outside the editor.

- Move the grace-period / deferred-stop logic out of the TimelineSubsystem
  and into APS_Editor_PlayerController::RequestStopSimulation. This lets
  the timeline Stop button AND the UMG topbar simulate buttons share the
  same event sequence: OnEditorBeforeSimulateStop fires immediately (after
  RestoreBaseline), then a 500ms BT grace period, then StopSimulation
  fires OnEditorSimulateStop and cuts AI. New event
  OnEditorBeforeSimulateStop added to the editable interface with full
  timing docs.

- Drop the early-return in TimelineSubsystem::Play when Tracks.Num()==0 —
  the timeline Play button is now the only way to start the sim, so it
  must drive StartSimulation unconditionally.

- StartSimulation now force-calls SpawnDefaultController() on any pawn
  that enters sim without a Controller but has an AIControllerClass set,
  so AutoPossessAI=Disabled or race-lost possessions don't leave the BT
  unreachable.

- Route the UMG topbar Play / Simulate buttons and the "simulate" command
  through RequestStopSimulation too, so every path emits the full event
  sequence consistently.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-22 18:52:48 +02:00
parent e999a11349
commit 721c9bb5c3
10 changed files with 205 additions and 253 deletions

View File

@@ -9,6 +9,7 @@
#include "PS_Editor_SplineActor.h" #include "PS_Editor_SplineActor.h"
#include "PS_Editor_SplineEditable.h" #include "PS_Editor_SplineEditable.h"
#include "PS_Editor_PointPlaceable.h" #include "PS_Editor_PointPlaceable.h"
#include "PS_Editor_EditableInterface.h"
#include "Engine/LevelStreamingDynamic.h" #include "Engine/LevelStreamingDynamic.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/CharacterMovementComponent.h"
@@ -237,6 +238,16 @@ void APS_Editor_PlayerController::CloseEditor()
void APS_Editor_PlayerController::StartSimulation() void APS_Editor_PlayerController::StartSimulation()
{ {
// If a RequestStopSimulation is in flight, cancel it — user wants to resume.
if (UWorld* World = GetWorld())
{
if (PendingStopSimulationHandle.IsValid())
{
World->GetTimerManager().ClearTimer(PendingStopSimulationHandle);
PendingStopSimulationHandle.Invalidate();
}
}
if (bSimulating) return; if (bSimulating) return;
bSimulating = true; bSimulating = true;
@@ -286,7 +297,18 @@ void APS_Editor_PlayerController::StartSimulation()
} }
} }
if (AAIController* AIC = Cast<AAIController>(P->GetController())) AController* RawCtrl = P->GetController();
// Safety net: if auto-possession never fired (e.g. AutoPossessAI=Disabled, or
// pawn got its tick frozen before possession completed), spawn the default
// AIController now so the BT can run during simulation.
if (!RawCtrl && P->AIControllerClass)
{
P->SpawnDefaultController();
RawCtrl = P->GetController();
}
if (AAIController* AIC = Cast<AAIController>(RawCtrl))
{ {
AIC->SetActorTickEnabled(true); AIC->SetActorTickEnabled(true);
if (UBrainComponent* Brain = AIC->GetBrainComponent()) if (UBrainComponent* Brain = AIC->GetBrainComponent())
@@ -298,11 +320,35 @@ void APS_Editor_PlayerController::StartSimulation()
} }
} }
// Broadcast OnEditorSimulateStart to every spawned actor that implements the editable
// interface — fired AFTER AI has been enabled so BP handlers can query the AI state.
if (SpawnManager)
{
for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
{
AActor* Actor = Weak.Get();
if (Actor && Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
{
IPS_Editor_EditableInterface::Execute_OnEditorSimulateStart(Actor);
}
}
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Simulation started (%d actors saved)"), SimulationSavedTransforms.Num()); UE_LOG(LogTemp, Log, TEXT("PS_Editor: Simulation started (%d actors saved)"), SimulationSavedTransforms.Num());
} }
void APS_Editor_PlayerController::SetSimulationPaused(bool bPaused) void APS_Editor_PlayerController::SetSimulationPaused(bool bPaused)
{ {
// Resuming? Cancel any in-flight deferred stop (user chose to keep going).
if (!bPaused && PendingStopSimulationHandle.IsValid())
{
if (UWorld* World = GetWorld())
{
World->GetTimerManager().ClearTimer(PendingStopSimulationHandle);
PendingStopSimulationHandle.Invalidate();
}
}
// Toggle AI tick + BT on every spawned pawn without touching bSimulating or the saved // Toggle AI tick + BT on every spawned pawn without touching bSimulating or the saved
// transforms — the timeline's Pause uses this so characters freeze instead of snapping // transforms — the timeline's Pause uses this so characters freeze instead of snapping
// back to their pre-play positions. // back to their pre-play positions.
@@ -332,9 +378,73 @@ void APS_Editor_PlayerController::SetSimulationPaused(bool bPaused)
} }
} }
void APS_Editor_PlayerController::RequestStopSimulation()
{
if (!bSimulating) return;
// If a request is already scheduled, do nothing (debounce double-clicks on Stop).
if (UWorld* World = GetWorld())
{
if (PendingStopSimulationHandle.IsValid()) return;
}
// Fire OnEditorBeforeSimulateStop immediately on every actor so BP handlers can react
// while the BT is still live. Then schedule the real cut for ~500ms later.
if (SpawnManager)
{
for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
{
AActor* Actor = Weak.Get();
if (Actor && Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
{
IPS_Editor_EditableInterface::Execute_OnEditorBeforeSimulateStop(Actor);
}
}
}
if (UWorld* World = GetWorld())
{
TWeakObjectPtr<APS_Editor_PlayerController> WeakThis(this);
World->GetTimerManager().SetTimer(PendingStopSimulationHandle,
[WeakThis]()
{
if (APS_Editor_PlayerController* Self = WeakThis.Get())
{
if (Self->IsSimulating())
{
Self->StopSimulation();
}
Self->PendingStopSimulationHandle.Invalidate();
}
},
0.5f, false);
}
else
{
// No world timer available (shouldn't happen in practice) — fall back to sync stop.
StopSimulation();
}
}
void APS_Editor_PlayerController::StopSimulation() void APS_Editor_PlayerController::StopSimulation()
{ {
if (!bSimulating) return; if (!bSimulating) return;
// Broadcast OnEditorSimulateStop to every spawned actor BEFORE we actually cut AI or
// restore transforms. At this point bSimulating is still true and the BT is still
// live — BP handlers can read world state, stop audio, log telemetry, etc.
if (SpawnManager)
{
for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
{
AActor* Actor = Weak.Get();
if (Actor && Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
{
IPS_Editor_EditableInterface::Execute_OnEditorSimulateStop(Actor);
}
}
}
bSimulating = false; bSimulating = false;
// Disable AI logic and re-apply rotation/movement overrides on all spawned pawns // Disable AI logic and re-apply rotation/movement overrides on all spawned pawns

View File

@@ -62,14 +62,24 @@ public:
// ---- Simulate Mode ---- // ---- Simulate Mode ----
/** Start simulation: enable AI, store actor positions, disable saving. */ /** Start simulation: enable AI, store actor positions, disable saving.
* Cancels any in-flight deferred RequestStopSimulation. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void StartSimulation(); void StartSimulation();
/** Stop simulation: disable AI, restore actor positions, re-enable saving. */ /** Stop simulation: disable AI, restore actor positions, re-enable saving.
* Synchronous — fires OnEditorSimulateStop and cuts AI immediately. Callers that want
* a BT grace period (with OnEditorBeforeSimulateStop) should use RequestStopSimulation. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void StopSimulation(); void StopSimulation();
/** Request a deferred stop: fires OnEditorBeforeSimulateStop immediately, then schedules
* the real StopSimulation after a grace period (500ms by default) so BT has time to
* react to whatever the BP handler does in OnEditorBeforeSimulateStop.
* Timeline Stop and the Simulate toolbar button both go through this. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void RequestStopSimulation();
/** True while simulation is running. */ /** True while simulation is running. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
bool IsSimulating() const { return bSimulating; } bool IsSimulating() const { return bSimulating; }
@@ -165,6 +175,9 @@ private:
/** Saved transforms for all spawned actors before simulation, to restore on stop. */ /** Saved transforms for all spawned actors before simulation, to restore on stop. */
TMap<TWeakObjectPtr<AActor>, FTransform> SimulationSavedTransforms; TMap<TWeakObjectPtr<AActor>, FTransform> SimulationSavedTransforms;
/** Timer handle for the deferred StopSimulation used by RequestStopSimulation. */
FTimerHandle PendingStopSimulationHandle;
/** Currently loaded sublevel instance. */ /** Currently loaded sublevel instance. */
UPROPERTY() UPROPERTY()
TObjectPtr<ULevelStreamingDynamic> CurrentSublevel; TObjectPtr<ULevelStreamingDynamic> CurrentSublevel;

View File

@@ -84,6 +84,55 @@ public:
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorModeChanged(bool bIsEditing); void OnEditorModeChanged(bool bIsEditing);
/**
* Fired on every spawned actor once when the simulation starts — either via the
* Simulate button or the timeline Play button (which calls StartSimulation under
* the hood). Use this to kick off behaviour that should only happen while AI is live
* (spawn FX, reset state counters, unlock input, etc.).
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorSimulateStart();
/**
* Fired on every spawned actor once when the simulation is about to stop — either via
* the Simulate button, the Stop button, or after a natural end. Called BEFORE AI tick
* is actually cut and BEFORE transforms are restored, so the BT is still live and you
* can still read / write state. Use this for cleanup (stop audio, save telemetry, etc.).
*
* Timing: fires at the "AI cut" moment, AFTER any grace period the timeline applied
* (typically 500ms after Stop was clicked). BT is still live but about to be disabled.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorSimulateStop();
/**
* Fired synchronously on the Stop sequence, AFTER the timeline has restored the
* pre-animation baseline onto every track (so properties are back to their initial
* values and OnEditorPropertyChanged has already fired for each of them) but BEFORE
* the grace period that leads up to the actual AI cut.
*
* Use this hook to trigger transition animations, resume BT branches, stop in-flight
* actions — whatever reacts to the baseline being restored. You have ~500ms before
* OnEditorSimulateStop fires and the AI tick is disabled, so anything you start here
* has time to play out on-screen.
*
* Timing sequence:
* t=0 Stop() starts
* RestoreBaseline → ImportText + OnEditorPropertyChanged per track
* >>> OnEditorBeforeSimulateStop fires here <<<
* Grace period scheduled (500ms)
* t=500 OnEditorSimulateStop fires → AI tick cut → transforms restored
*
* Fires for ALL stop paths that go through RequestStopSimulation:
* - Timeline Stop / Restart (baseline restored first, then this event)
* - Simulate toolbar button when at least one timeline track exists
* - Simulate toolbar button without any timeline track (no baseline restore, but
* event still fires + grace period still granted)
* Does NOT fire for direct StopSimulation calls (rare — e.g. forced editor close).
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorBeforeSimulateStop();
/** /**
* Called every frame while in editor mode. * Called every frame while in editor mode.
* Use this to update visuals dynamically based on property changes, animate helpers, etc. * Use this to update visuals dynamically based on property changes, animate helpers, etc.

View File

@@ -3,6 +3,7 @@
#include "PS_Editor_EditableComponent.h" #include "PS_Editor_EditableComponent.h"
#include "PS_Editor_EditableInterface.h" #include "PS_Editor_EditableInterface.h"
#include "PS_Editor_PlayerController.h" #include "PS_Editor_PlayerController.h"
#include "PS_Editor_SpawnManager.h"
#include "Engine/World.h" #include "Engine/World.h"
#include "Components/ActorComponent.h" #include "Components/ActorComponent.h"
#include "GameFramework/Actor.h" #include "GameFramework/Actor.h"
@@ -87,23 +88,16 @@ bool UPS_Editor_TimelineSubsystem::IsTickable() const
void UPS_Editor_TimelineSubsystem::Play() void UPS_Editor_TimelineSubsystem::Play()
{ {
if (Data.Tracks.Num() == 0) return; // NOTE: do NOT early-return when Data.Tracks.Num() == 0 — the timeline Play button is
// the only user-facing way to start simulation now (the old toolbar Simulate button was
// removed), so it must drive StartSimulation unconditionally. An empty timeline still
// runs the sim lifecycle (Start/BeforeStop/Stop events fire), it just doesn't animate
// any property.
if (CurrentTime >= Data.Duration) if (CurrentTime >= Data.Duration)
{ {
CurrentTime = 0.f; CurrentTime = 0.f;
} }
// Cancel any pending deferred StopSimulation (user hit Play again during the BT grace
// period after a previous Stop — don't cut the AI now).
if (UWorld* World = GetWorld())
{
if (PendingStopSimulationHandle.IsValid())
{
World->GetTimerManager().ClearTimer(PendingStopSimulationHandle);
PendingStopSimulationHandle.Invalidate();
}
}
// Make sure every track has a captured baseline. New tracks typically get their baseline // Make sure every track has a captured baseline. New tracks typically get their baseline
// at creation time (in AddOrUpdateKeyAtCurrentTime), tracks loaded from a scenario get // at creation time (in AddOrUpdateKeyAtCurrentTime), tracks loaded from a scenario get
// theirs at SetData — this call is a safety net for anything that slipped through. // theirs at SetData — this call is a safety net for anything that slipped through.
@@ -152,37 +146,19 @@ void UPS_Editor_TimelineSubsystem::Stop()
LastAppliedValues.Empty(); LastAppliedValues.Empty();
LastAppliedValues.SetNum(Data.Tracks.Num()); LastAppliedValues.SetNum(Data.Tracks.Num());
// Restore pre-play baseline values onto the actors BEFORE stopping simulation, so the // Restore pre-play baseline values onto the actors BEFORE asking the PC to stop sim.
// BT sees the restored values (via OnEditorPropertyChanged / OnRep) and has a chance // This fires OnEditorPropertyChanged per track so the BT sees the restored values
// to transition to a neutral state during the grace period below. // while it's still live (during the grace period that RequestStopSimulation sets up).
RestoreBaseline(); RestoreBaseline();
// Defer the actual AI cut by a few frames so the BT can react to the restored values. // Delegate to the PlayerController: it fires OnEditorBeforeSimulateStop, waits for its
// If Play() is called again during this window, the timer is cancelled there. // grace period, then runs the actual StopSimulation (which in turn fires the final
// OnEditorSimulateStop and cuts AI). Same sequence the Simulate toolbar button uses.
if (APS_Editor_PlayerController* EditorPC = FindEditorPC(GetWorld())) if (APS_Editor_PlayerController* EditorPC = FindEditorPC(GetWorld()))
{ {
if (EditorPC->IsSimulating()) if (EditorPC->IsSimulating())
{ {
if (UWorld* World = GetWorld()) EditorPC->RequestStopSimulation();
{
TWeakObjectPtr<APS_Editor_PlayerController> WeakPC(EditorPC);
World->GetTimerManager().SetTimer(PendingStopSimulationHandle,
[WeakPC]()
{
if (APS_Editor_PlayerController* PC = WeakPC.Get())
{
if (PC->IsSimulating())
{
PC->StopSimulation();
}
}
},
0.1f, false);
}
else
{
EditorPC->StopSimulation();
}
} }
} }

View File

@@ -156,10 +156,6 @@ private:
* and Clear reset it. */ * and Clear reset it. */
TMap<TPair<FGuid, FName>, FString> PrePlayBaseline; TMap<TPair<FGuid, FName>, FString> PrePlayBaseline;
/** Deferred StopSimulation timer — set by Stop() so the BT gets a few frames to react
* to the restored baseline before AI tick is cut. Cancelled if Play() is called again. */
FTimerHandle PendingStopSimulationHandle;
/** Map of stable IDs for every actor that participates in the timeline / scene registry. */ /** Map of stable IDs for every actor that participates in the timeline / scene registry. */
TMap<TWeakObjectPtr<AActor>, FGuid> ActorIds; TMap<TWeakObjectPtr<AActor>, FGuid> ActorIds;

View File

@@ -1079,74 +1079,6 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
+ SHorizontalBox::Slot() + SHorizontalBox::Slot()
.AutoWidth() .AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f) .Padding(4.0f, 0.0f, 0.0f, 0.0f)
[
SNew(SButton)
.ButtonStyle(StyleFlatButton.Get())
.ToolTipText(FText::FromString(TEXT("Start/stop simulation. If a timeline exists, also plays/pauses it in sync.")))
.OnClicked_Lambda([this]() -> FReply
{
APS_Editor_PlayerController* EditorPC = Cast<APS_Editor_PlayerController>(GetOwningPlayer());
if (!EditorPC) return FReply::Handled();
UPS_Editor_TimelineSubsystem* TS = GetTimelineSubsystemFromWidget(this);
// If there's a timeline with at least one track, route through the timeline
// so simulate + animation are always in lockstep (Simulate is effectively
// the Play/Pause button of the timeline).
if (TS && TS->GetNumTracks() > 0)
{
if (TS->IsPlaying())
{
TS->Pause();
}
else
{
TS->Play();
}
}
else
{
// No animation to sync with — just toggle simulation directly.
if (EditorPC->IsSimulating())
{
EditorPC->StopSimulation();
}
else
{
EditorPC->StartSimulation();
}
}
return FReply::Handled();
})
[
SAssignNew(SimulateButtonText, STextBlock)
.Text(FText::FromString(TEXT("Simulate")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 10))
.ColorAndOpacity(FLinearColor(1.0f, 0.6f, 0.0f))
]
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
[
SNew(SButton)
.ButtonStyle(StyleFlatButton.Get())
.ToolTipText(FText::FromString(TEXT("Show/hide the timeline panel")))
.OnClicked_Lambda([this]() -> FReply
{
ToggleTimelineVisible();
return FReply::Handled();
})
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Timeline")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 10))
.ColorAndOpacity(FLinearColor(0.6f, 0.8f, 1.0f))
]
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
[ [
SNew(SButton) SNew(SButton)
.ButtonStyle(StyleFlatButton.Get()) .ButtonStyle(StyleFlatButton.Get())
@@ -1816,30 +1748,7 @@ void UPS_Editor_MainWidget::NativeTick(const FGeometry& MyGeometry, float InDelt
} }
} }
// Update simulate button text / color. Keep the label "Simulate" / "Stop" regardless of // (Simulate toolbar button removed — Play/Pause/Restart/Stop live in the timeline panel.)
// the timeline state so it doesn't clash with the dedicated Play button in the timeline
// panel — a second "Play" on the toolbar was confusing. The button still drives the
// timeline under the hood (see BuildToolbar lambda).
if (SimulateButtonText.IsValid())
{
if (APS_Editor_PlayerController* SimPC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{
UPS_Editor_TimelineSubsystem* TS = GetTimelineSubsystemFromWidget(this);
const bool bTimelinePlaying = TS && TS->GetNumTracks() > 0 && TS->IsPlaying();
const bool bActive = SimPC->IsSimulating() || bTimelinePlaying;
if (bActive)
{
SimulateButtonText->SetText(FText::FromString(TEXT("Stop")));
SimulateButtonText->SetColorAndOpacity(FLinearColor(1.0f, 0.3f, 0.2f));
}
else
{
SimulateButtonText->SetText(FText::FromString(TEXT("Simulate")));
SimulateButtonText->SetColorAndOpacity(FLinearColor(1.0f, 0.6f, 0.0f));
}
}
}
RefreshPropertiesFromSelection(); RefreshPropertiesFromSelection();
RefreshOutliner(); RefreshOutliner();
@@ -3570,7 +3479,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildTimelinePanel()
const FSlateFontInfo Bold = FPS_Editor_UIStyle::BodyFontBold(S); const FSlateFontInfo Bold = FPS_Editor_UIStyle::BodyFontBold(S);
return SAssignNew(TimelinePanel, SBorder) return SAssignNew(TimelinePanel, SBorder)
.Visibility(EVisibility::Collapsed) .Visibility(EVisibility::Visible)
.BorderImage(BrushGlassStrong.Get()) .BorderImage(BrushGlassStrong.Get())
.Padding(FMargin(12.0f, 8.0f)) .Padding(FMargin(12.0f, 8.0f))
[ [
@@ -4266,7 +4175,9 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildTopbar()
{ {
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer())) if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{ {
if (PC->IsSimulating()) PC->StopSimulation(); // Route through RequestStopSimulation so OnEditorBeforeSimulateStop
// fires + BT gets its grace period before AI is cut.
if (PC->IsSimulating()) PC->RequestStopSimulation();
else PC->StartSimulation(); else PC->StartSimulation();
} }
return FReply::Handled(); return FReply::Handled();
@@ -4307,7 +4218,9 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildTopbar()
{ {
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer())) if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{ {
if (PC->IsSimulating()) PC->StopSimulation(); // Route through RequestStopSimulation so OnEditorBeforeSimulateStop
// fires + BT gets its grace period before AI is cut.
if (PC->IsSimulating()) PC->RequestStopSimulation();
else PC->StartSimulation(); else PC->StartSimulation();
} }
return FReply::Handled(); return FReply::Handled();
@@ -4390,18 +4303,6 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildTopbar()
FPS_Editor_UIStyle::MakeIconFollowForeground(S, EPS_Editor_Icon::Sidebar, 14.0f) FPS_Editor_UIStyle::MakeIconFollowForeground(S, EPS_Editor_Icon::Sidebar, 14.0f)
] ]
] ]
// Timeline toggle
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(2.0f, 0.0f)
[
SNew(SButton)
.ButtonStyle(StyleFlatButton.Get())
.ContentPadding(FMargin(6.0f, 3.0f))
.ToolTipText(FText::FromString(TEXT("Toggle timeline")))
.OnClicked_Lambda([this]() -> FReply { ToggleTimelineVisible(); return FReply::Handled(); })
[
FPS_Editor_UIStyle::MakeIconFollowForeground(S, EPS_Editor_Icon::PanelBottom, 14.0f)
]
]
// Inspector (panel right) toggle // Inspector (panel right) toggle
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(2.0f, 0.0f) + SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(2.0f, 0.0f)
[ [
@@ -4953,7 +4854,8 @@ void UPS_Editor_MainWidget::ExecuteCommand(const FString& CommandId)
{ {
if (PC) if (PC)
{ {
if (PC->IsSimulating()) PC->StopSimulation(); else PC->StartSimulation(); // Route through RequestStopSimulation so OnEditorBeforeSimulateStop fires + BT grace.
if (PC->IsSimulating()) PC->RequestStopSimulation(); else PC->StartSimulation();
} }
} }
else if (CommandId == TEXT("timeline")) { ToggleTimelineVisible(); } else if (CommandId == TEXT("timeline")) { ToggleTimelineVisible(); }

View File

@@ -155,9 +155,6 @@ private:
TSharedPtr<SWidget> SplineDeletePointButton; TSharedPtr<SWidget> SplineDeletePointButton;
TSharedPtr<SWidget> ChildEditButton; TSharedPtr<SWidget> ChildEditButton;
// Simulate button
TSharedPtr<STextBlock> SimulateButtonText;
// Timeline panel // Timeline panel
TSharedPtr<SWidget> TimelinePanel; TSharedPtr<SWidget> TimelinePanel;
TSharedPtr<class SSlider> TimelineSlider; TSharedPtr<class SSlider> TimelineSlider;
@@ -165,7 +162,7 @@ private:
TSharedPtr<STextBlock> TimelinePlayButtonText; TSharedPtr<STextBlock> TimelinePlayButtonText;
TSharedPtr<SEditableTextBox> TimelineDurationBox; TSharedPtr<SEditableTextBox> TimelineDurationBox;
TSharedPtr<SVerticalBox> TimelineTracksContainer; TSharedPtr<SVerticalBox> TimelineTracksContainer;
bool bTimelineVisible = false; bool bTimelineVisible = true;
FDelegateHandle TimelineChangedHandle; FDelegateHandle TimelineChangedHandle;
/** Currently selected timeline key (updated on click). -1 means no selection. */ /** Currently selected timeline key (updated on click). -1 means no selection. */
int32 SelectedTimelineTrackIdx = -1; int32 SelectedTimelineTrackIdx = -1;

View File

@@ -179,7 +179,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::RebuildWidget()
BuildOutliner() BuildOutliner()
] ]
] ]
// Timeline panel (hidden by default; toggled via toolbar button) // Timeline panel (always visible — toolbar toggle removed)
+ SOverlay::Slot() + SOverlay::Slot()
.HAlign(HAlign_Fill) .HAlign(HAlign_Fill)
.VAlign(VAlign_Bottom) .VAlign(VAlign_Bottom)
@@ -907,72 +907,6 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
+ SHorizontalBox::Slot() + SHorizontalBox::Slot()
.AutoWidth() .AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f) .Padding(4.0f, 0.0f, 0.0f, 0.0f)
[
SNew(SButton)
.ToolTipText(FText::FromString(TEXT("Start/stop simulation. If a timeline exists, also plays/pauses it in sync.")))
.OnClicked_Lambda([this]() -> FReply
{
APS_Editor_PlayerController* EditorPC = Cast<APS_Editor_PlayerController>(GetOwningPlayer());
if (!EditorPC) return FReply::Handled();
UPS_Editor_TimelineSubsystem* TS = GetTimelineSubsystemFromWidget(this);
// If there's a timeline with at least one track, route through the timeline
// so simulate + animation are always in lockstep (Simulate is effectively
// the Play/Pause button of the timeline).
if (TS && TS->GetNumTracks() > 0)
{
if (TS->IsPlaying())
{
TS->Pause();
}
else
{
TS->Play();
}
}
else
{
// No animation to sync with — just toggle simulation directly.
if (EditorPC->IsSimulating())
{
EditorPC->StopSimulation();
}
else
{
EditorPC->StartSimulation();
}
}
return FReply::Handled();
})
[
SAssignNew(SimulateButtonText, STextBlock)
.Text(FText::FromString(TEXT("Simulate")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 10))
.ColorAndOpacity(FLinearColor(1.0f, 0.6f, 0.0f))
]
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
[
SNew(SButton)
.ToolTipText(FText::FromString(TEXT("Show/hide the timeline panel")))
.OnClicked_Lambda([this]() -> FReply
{
ToggleTimelineVisible();
return FReply::Handled();
})
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Timeline")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 10))
.ColorAndOpacity(FLinearColor(0.6f, 0.8f, 1.0f))
]
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
[ [
SNew(SButton) SNew(SButton)
.OnClicked_Lambda([this]() -> FReply .OnClicked_Lambda([this]() -> FReply
@@ -1566,30 +1500,7 @@ void UPS_Editor_MainWidget_Legacy::NativeTick(const FGeometry& MyGeometry, float
} }
} }
// Update simulate button text / color. Keep the label "Simulate" / "Stop" regardless of // (Simulate toolbar button removed — Play/Pause/Restart/Stop live in the timeline panel.)
// the timeline state so it doesn't clash with the dedicated Play button in the timeline
// panel — a second "Play" on the toolbar was confusing. The button still drives the
// timeline under the hood (see BuildToolbar lambda).
if (SimulateButtonText.IsValid())
{
if (APS_Editor_PlayerController* SimPC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{
UPS_Editor_TimelineSubsystem* TS = GetTimelineSubsystemFromWidget(this);
const bool bTimelinePlaying = TS && TS->GetNumTracks() > 0 && TS->IsPlaying();
const bool bActive = SimPC->IsSimulating() || bTimelinePlaying;
if (bActive)
{
SimulateButtonText->SetText(FText::FromString(TEXT("Stop")));
SimulateButtonText->SetColorAndOpacity(FLinearColor(1.0f, 0.3f, 0.2f));
}
else
{
SimulateButtonText->SetText(FText::FromString(TEXT("Simulate")));
SimulateButtonText->SetColorAndOpacity(FLinearColor(1.0f, 0.6f, 0.0f));
}
}
}
RefreshPropertiesFromSelection(); RefreshPropertiesFromSelection();
RefreshOutliner(); RefreshOutliner();
@@ -3231,7 +3142,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildTimelinePanel()
const FSlateFontInfo Bold = FCoreStyle::GetDefaultFontStyle("Bold", 10); const FSlateFontInfo Bold = FCoreStyle::GetDefaultFontStyle("Bold", 10);
return SAssignNew(TimelinePanel, SBorder) return SAssignNew(TimelinePanel, SBorder)
.Visibility(EVisibility::Collapsed) .Visibility(EVisibility::Visible)
.BorderImage(FCoreStyle::Get().GetBrush("WhiteBrush")) .BorderImage(FCoreStyle::Get().GetBrush("WhiteBrush"))
.BorderBackgroundColor(FLinearColor(0.05f, 0.05f, 0.05f, 0.95f)) .BorderBackgroundColor(FLinearColor(0.05f, 0.05f, 0.05f, 0.95f))
.Padding(FMargin(12.0f, 8.0f)) .Padding(FMargin(12.0f, 8.0f))

View File

@@ -128,9 +128,6 @@ private:
TSharedPtr<SWidget> SplineDeletePointButton; TSharedPtr<SWidget> SplineDeletePointButton;
TSharedPtr<SWidget> ChildEditButton; TSharedPtr<SWidget> ChildEditButton;
// Simulate button
TSharedPtr<STextBlock> SimulateButtonText;
// Timeline panel // Timeline panel
TSharedPtr<SWidget> TimelinePanel; TSharedPtr<SWidget> TimelinePanel;
TSharedPtr<class SSlider> TimelineSlider; TSharedPtr<class SSlider> TimelineSlider;
@@ -138,7 +135,7 @@ private:
TSharedPtr<STextBlock> TimelinePlayButtonText; TSharedPtr<STextBlock> TimelinePlayButtonText;
TSharedPtr<SEditableTextBox> TimelineDurationBox; TSharedPtr<SEditableTextBox> TimelineDurationBox;
TSharedPtr<SVerticalBox> TimelineTracksContainer; TSharedPtr<SVerticalBox> TimelineTracksContainer;
bool bTimelineVisible = false; bool bTimelineVisible = true;
FDelegateHandle TimelineChangedHandle; FDelegateHandle TimelineChangedHandle;
/** Currently selected timeline key (updated on click). -1 means no selection. */ /** Currently selected timeline key (updated on click). -1 means no selection. */
int32 SelectedTimelineTrackIdx = -1; int32 SelectedTimelineTrackIdx = -1;

View File

@@ -99,7 +99,8 @@ void UPS_Editor_MainWidget_UMG::StopSimulation()
{ {
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer())) if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{ {
PC->StopSimulation(); // Route through RequestStopSimulation so OnEditorBeforeSimulateStop fires + BT grace.
PC->RequestStopSimulation();
OnSimulateChanged.Broadcast(); OnSimulateChanged.Broadcast();
} }
} }