Fix packaged build: weak ptr timing, factory module, hard refs, brace fix
Critical fixes for packaged builds: - Widget weak ptrs (SpawnManager/SceneSerializer) are null in packaged due to HUD deferred init. All button lambdas now get references fresh from PlayerController via GetOwningPlayer() cast instead of cached weak ptrs. - HUD BeginPlay deferred by one tick (SetTimerForNextTick) to ensure PlayerController has initialized SpawnManager before wiring. Module split: - Factories moved to separate PS_EditorTools module (Type: Editor) to fix UHT error with UFactory in packaging builds. - PS_Editor module no longer depends on UnrealEd for factories. Asset references: - TSoftObjectPtr/TSoftClassPtr changed to TObjectPtr/TSubclassOf for MasterCatalog, SpawnCatalogs, and ActorClass entries. Hard references ensure assets are cooked in packaged builds. Other fixes: - GetActorLabel() replaced with GetClass()->GetName() (editor-only API) - Missing brace in Browse dialog BaseLevel sync code - BaseLevel sync only when scenario specifies a LevelName (no more clearing on empty) - Save As dialog with native Windows file picker - Debug info in catalog UI when empty (shows chain: Master→Catalogs→Entries) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -1,8 +1,8 @@
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/test.test
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EditorStartupMap=/Game/test.test
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GameDefaultMap=/Game/test_Editor.test_Editor
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EditorStartupMap=/Game/test_Editor.test_Editor
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GlobalDefaultGameMode=/Script/PS_Editor.PS_Editor_GameMode
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[/Script/Engine.RendererSettings]
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