Unify spline creation/editing into single seamless mode

Major UX simplification:
- Removed SplineEditing mode — single SplinePlacement mode handles both
  creation and editing with identical behavior
- Actor spawned and tracked on first click (no "finish" step needed)
- Each point add/insert/move has individual undo
- Right-click always = camera fly (no special handling during creation)
- Escape/Done just exits edit mode, nothing to "finish"

Catalog system:
- MasterCatalog DataAsset groups multiple SpawnCatalogs (Tools, Characters, Props)
- PlayerController references one MasterCatalog instead of single catalog
- SpawnManager.AddCatalog() loads sub-catalogs incrementally
- Factory for MasterCatalog creation in Content Browser

Spline polish:
- SplineActor has built-in SpawnableComponent + EditableComponent
- SplineColor/SplineSelectedColor/SplineTag as UPROPERTY for BP variants
- All spline point operations use World coordinate space (fixes snap-to-ground)
- Snap-to-ground ignores gizmo actor (was hitting gizmo guide lines)
- Tube mesh collision forced with UpdateBounds after CreateMeshSection
- Tube insert and handle selection include active placement actor (not just selected)
- Notification bar shows contextual Delete Point button when CP selected

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-12 11:06:04 +02:00
parent ca4f7ee355
commit 861c15c193
20 changed files with 358 additions and 328 deletions