Update project memory with Phase 2 gizmo details

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-11 12:46:02 +02:00
parent 8dba2ab0fc
commit 76d2ccd249

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