Update project memory with Phase 2 gizmo details
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -8,11 +8,11 @@ PS_Editor is a runtime editor plugin for Unreal Engine 5.5 for the PROSERVE proj
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Key decisions:
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- UI: UMG driven by C++ (Slate)
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- Gizmos: Custom actor with BasicShapes + unlit material (ITF is editor-only)
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- Gizmos: Custom actor (BasicShapes + ProceduralMeshComponent for arcs)
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- Serialization: JSON via Json/JsonUtilities (FJsonObjectConverter)
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- Naming: PS_Editor_ prefix on all files/classes
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- Plugin path: Unreal/Plugins/PS_Editor/
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- AZERTY keyboard: arrows + A/Q for movement, E/R/T for modes
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- AZERTY keyboard: arrows + A/Q movement, Z/E/R for translate/rotate/scale
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- Selection outline: auto-generated post-process material (C++), 8-neighbor edge detection on CustomStencil
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## Completed Phases
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@@ -23,28 +23,32 @@ Key decisions:
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### Phase 2 - Selection + Transform + Undo
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- Click-to-select (Movable actors only), Ctrl+click multi-select
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- Custom gizmo (R/G/B arrows + cones, SDPG_Foreground, constant screen size)
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- Translate/Rotate/Scale via gizmo drag, hotkeys E/R/T
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- Snap to ground (End), soft-delete (Delete + confirmation dialog)
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- Gizmo modes:
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- Translate (Z): arrows + cones, world or local space
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- Rotate (E): quarter-arc rings (ProceduralMesh), dynamic octant facing, local orientation during drag
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- Scale (R): arrows + cubes + center cube (uniform), always local space
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- World/Local space toggle (UI button), Scale always local
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- Snap system: configurable translation/rotation/scale snapping (UI toggle + value field)
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- Snap to ground (End), soft-delete (Delete + in-game confirmation dialog)
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- Undo/Redo (Ctrl+Z/Y, 50 action stack)
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- Properties panel + toolbar UI
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- Materials: M_PS_Editor_Gizmo (Unlit, "Color" param, Translucent, Disable Depth Test)
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- Selection outline: auto-generated PP material, BL_SceneColorAfterDOF, Lerp blend, color AF1500, 1px
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- Outline material auto-created via OnPostEngineInit, uses InvSize for resolution-independent offsets
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- Selection outline: auto-generated PP material, BL_SceneColorAfterDOF, color AF1500, 1px
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- Rotation: screen-space direction with magnitude speed, fixed axis during drag
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### Phase 3 - Object Spawning
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- SpawnableComponent: marker on BPs (name, category, thumbnail)
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- SpawnCatalog DataAsset + Factory for easy creation
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- SpawnManager: spawns in front of camera, tracks all spawned actors
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- Catalogue UI: thumbnail cards (80x80), click to spawn, grouped by category
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- CaptureAllThumbnails on DataAsset: auto-generates from UE thumbnails
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- Spawn undo/redo, auto-deselect hidden actors
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- SpawnCatalog DataAsset + Factory
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- CaptureAllThumbnails on DataAsset
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- Catalogue UI: thumbnail cards (80x80), grouped by category
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### Phase 4 - JSON Serialization
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- SceneData USTRUCT (Version, SceneName, Timestamp, Actors[ClassPath, Location, Rotation, Scale])
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- SceneSerializer: Save/Load/Clear/GetSavedSceneNames
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- Files in Saved/PS_Editor/Scenes/{name}.json
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- UI: Save field + button, New Scene, saved scenes list with click-to-load
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- UI: Save field + button, New Scene, saved scenes list
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## Materials (plugin Content/)
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- M_PS_Editor_Gizmo: Unlit, "Color" Vector Parameter, Translucent, Disable Depth Test
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- M_PS_Editor_SelectionOutline: auto-generated via C++ OnPostEngineInit
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## Next: Phase 5 - Advanced Editing
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- Splines, lighting, AI characters, property editing, duplication (Ctrl+D)
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