Mandatory actors auto-spawn + navmesh surface overlay (custom material)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Binary file not shown.
@@ -1167,8 +1167,35 @@ void APS_Editor_Pawn::HandleDelete(const FInputActionValue& Value)
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UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager();
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if (!SM || !SM->IsAnythingSelected()) return;
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// Filter out mandatory actors (UPS_Editor_SpawnableComponent::bIsMandatory) — they're
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// pinned to the scene by design and the delete is silently refused for them. We pre-filter
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// here so the confirmation dialog count matches what will actually be deleted, and we
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// skip the dialog entirely if nothing is deletable.
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UPS_Editor_SpawnManager* SpawnManager = EditorPC->GetSpawnManager();
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TArray<TWeakObjectPtr<AActor>> DeletableActors;
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int32 SkippedMandatory = 0;
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for (const TWeakObjectPtr<AActor>& Weak : SM->GetSelectedActors())
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{
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AActor* Actor = Weak.Get();
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if (!Actor) continue;
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if (SpawnManager && !SpawnManager->IsActorDeletable(Actor))
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{
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++SkippedMandatory;
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UE_LOG(LogTemp, Warning, TEXT("PS_Editor: '%s' is a mandatory actor — delete refused."),
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*Actor->GetName());
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continue;
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}
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DeletableActors.Add(Weak);
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}
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if (DeletableActors.Num() == 0)
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{
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Delete aborted — selection contained only mandatory actor(s) (%d)."), SkippedMandatory);
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return;
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}
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// Show in-game confirmation dialog (runtime compatible)
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const int32 Count = SM->GetSelectedActors().Num();
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const int32 Count = DeletableActors.Num();
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const FText Message = FText::Format(
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NSLOCTEXT("PS_Editor", "DeleteConfirm", "Delete {0} selected object(s)?"),
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FText::AsNumber(Count));
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@@ -1181,15 +1208,15 @@ void APS_Editor_Pawn::HandleDelete(const FInputActionValue& Value)
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// Weak refs to avoid dangling pointers in the callback
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TWeakObjectPtr<APS_Editor_PlayerController> WeakPC = EditorPC;
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Dialog->Show(Message, FPS_Editor_OnConfirmResult::CreateLambda([WeakPC](bool bConfirmed)
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Dialog->Show(Message, FPS_Editor_OnConfirmResult::CreateLambda([WeakPC, DeletableActors](bool bConfirmed)
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{
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if (!bConfirmed || !WeakPC.IsValid()) return;
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UPS_Editor_SelectionManager* SM = WeakPC->GetSelectionManager();
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if (!SM || !SM->IsAnythingSelected()) return;
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if (!SM) return;
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TSharedPtr<FPS_Editor_DeleteAction> Action = MakeShared<FPS_Editor_DeleteAction>();
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for (const TWeakObjectPtr<AActor>& Weak : SM->GetSelectedActors())
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for (const TWeakObjectPtr<AActor>& Weak : DeletableActors)
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{
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if (AActor* Actor = Weak.Get())
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{
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@@ -10,6 +10,8 @@
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#include "PS_Editor_SplineEditable.h"
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#include "PS_Editor_PointPlaceable.h"
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#include "PS_Editor_EditableInterface.h"
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#include "PS_Editor_EditableComponent.h"
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#include "PS_Editor_TimelineSubsystem.h"
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#include "Engine/LevelStreamingDynamic.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/CharacterMovementComponent.h"
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@@ -29,6 +31,44 @@
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#include "GameFramework/GameStateBase.h"
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#include "GameFramework/PlayerState.h"
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namespace
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{
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/** Resolve an editable property path ("Comp.Prop" or "Prop") on Actor to a UObject target +
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* FProperty pointer. Mirrors PS_Editor_MainWidget::FindPropertyTarget + class lookup so the
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* PlayerController can snapshot/restore values without depending on the widget. */
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static bool ResolveEditableProp(AActor* Actor, const FName& Path, UObject*& OutTarget, FProperty*& OutProp)
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{
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OutTarget = nullptr;
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OutProp = nullptr;
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if (!Actor) return false;
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FString CompName, PropName;
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UPS_Editor_EditableComponent::ParsePropertyPath(Path, CompName, PropName);
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if (CompName.IsEmpty())
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{
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OutTarget = Actor;
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}
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else
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{
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TArray<UActorComponent*> Components;
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Actor->GetComponents(Components);
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for (UActorComponent* Comp : Components)
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{
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if (Comp && Comp->GetName() == CompName)
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{
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OutTarget = Comp;
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break;
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}
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}
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}
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if (!OutTarget) return false;
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OutProp = OutTarget->GetClass()->FindPropertyByName(*PropName);
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return OutProp != nullptr;
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}
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}
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APS_Editor_PlayerController::APS_Editor_PlayerController()
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{
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bShowMouseCursor = true;
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@@ -275,6 +315,43 @@ void APS_Editor_PlayerController::StartSimulation()
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}
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}
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// Snapshot editable property values so we can restore them on Stop. Game logic may mutate
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// editable properties during simulate (e.g. WalkSpeed driven by gameplay code) — restoring
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// on Stop matches the convention used for transforms. Skip properties already tracked by the
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// timeline: the timeline's RestoreBaseline owns those, double-restoring would conflict.
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SimulationSavedEditableProps.Empty();
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UPS_Editor_TimelineSubsystem* TimelineSS = GetWorld() ? GetWorld()->GetSubsystem<UPS_Editor_TimelineSubsystem>() : nullptr;
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if (SpawnManager)
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{
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for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
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{
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AActor* Actor = Weak.Get();
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if (!Actor) continue;
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UPS_Editor_EditableComponent* EditComp = Actor->FindComponentByClass<UPS_Editor_EditableComponent>();
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if (!EditComp || EditComp->EditableProperties.Num() == 0) continue;
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TMap<FName, FString> ActorMap;
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for (const FPS_Editor_EditablePropertyEntry& Entry : EditComp->EditableProperties)
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{
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if (TimelineSS && TimelineSS->IsPropertyTracked(Actor, Entry.Path))
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{
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continue; // timeline owns this one
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}
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UObject* Target = nullptr;
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FProperty* Prop = nullptr;
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if (!ResolveEditableProp(Actor, Entry.Path, Target, Prop)) continue;
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FString Exported;
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Prop->ExportText_InContainer(0, Exported, Target, Target, nullptr, PPF_None);
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ActorMap.Add(Entry.Path, Exported);
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}
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if (ActorMap.Num() > 0)
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{
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SimulationSavedEditableProps.Add(Actor, MoveTemp(ActorMap));
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}
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}
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}
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// Clear selection
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if (SelectionManager)
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{
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@@ -522,7 +599,49 @@ void APS_Editor_PlayerController::StopSimulation()
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}
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SimulationSavedTransforms.Empty();
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Simulation stopped, transforms restored"));
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// Restore editable properties that game logic may have mutated during simulate. The timeline's
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// own RestoreBaseline already covers the animated ones (we skipped them at snapshot time), so
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// this loop only touches properties NOT owned by the timeline — no double-write. Mirrors the
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// canonical UI write path (ImportText + MarkRenderStateDirty + RepNotify + OnEditorPropertyChanged)
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// so actors reinit consistently regardless of where the value change originated.
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int32 RestoredCount = 0;
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for (auto& ActorPair : SimulationSavedEditableProps)
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{
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AActor* Actor = ActorPair.Key.Get();
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if (!Actor) continue;
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const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass());
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for (auto& PropPair : ActorPair.Value)
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{
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UObject* Target = nullptr;
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FProperty* Prop = nullptr;
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if (!ResolveEditableProp(Actor, PropPair.Key, Target, Prop)) continue;
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Prop->ImportText_InContainer(*PropPair.Value, Target, Target, PPF_None);
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if (UActorComponent* Comp = Cast<UActorComponent>(Target))
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{
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Comp->MarkRenderStateDirty();
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}
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// RepNotify mirror — ImportText bypasses it, same as the UI write path.
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if (!Prop->RepNotifyFunc.IsNone())
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{
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if (UFunction* RepFunc = Target->FindFunction(Prop->RepNotifyFunc))
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{
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Target->ProcessEvent(RepFunc, nullptr);
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}
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}
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if (bImplementsInterface)
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{
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IPS_Editor_EditableInterface::Execute_OnEditorPropertyChanged(Actor, PropPair.Key.ToString());
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}
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++RestoredCount;
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}
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}
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SimulationSavedEditableProps.Empty();
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Simulation stopped, transforms restored (%d editable properties also restored)"), RestoredCount);
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}
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void APS_Editor_PlayerController::BeginPointPlacement(TSubclassOf<AActor> InActorClass)
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@@ -844,6 +963,16 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
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}
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}
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// Auto-spawn mandatory actors now that the baseLevel is loaded and visible. This covers:
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// - Initial editor startup (default baseLevel loads at BeginPlay)
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// - User switching baseLevel via the UI
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// Idempotent — already-present mandatory instances are skipped. The catalog was rebuilt
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// just before LoadLevelInstance so its bIsMandatory cache is fresh.
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if (SpawnManager)
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{
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SpawnManager->EnsureMandatoryActorsPresent();
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}
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// Delay 2s then fade in from black over 2 seconds
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if (bWaitingForSublevelFadeIn)
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{
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@@ -180,6 +180,12 @@ private:
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/** Saved transforms for all spawned actors before simulation, to restore on stop. */
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TMap<TWeakObjectPtr<AActor>, FTransform> SimulationSavedTransforms;
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/** Saved exported-text values for editable properties (UPS_Editor_EditableComponent::EditableProperties)
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* that aren't already managed by the timeline. Game logic may mutate these during simulate;
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* StopSimulation restores them so the editor returns to the pre-Play state for ALL editable
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* properties, animated or not. Map: Actor -> { PropertyPath -> ExportedTextValue }. */
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TMap<TWeakObjectPtr<AActor>, TMap<FName, FString>> SimulationSavedEditableProps;
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/** Timer handle for the deferred StopSimulation used by RequestStopSimulation. */
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FTimerHandle PendingStopSimulationHandle;
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@@ -454,6 +454,12 @@ bool UPS_Editor_SceneSerializer::LoadScene(const FString& SceneName, UPS_Editor_
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{
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PS_Editor_NavUtils::SetDynamicNavigationEnabled(EditorPC->GetWorld(), SpawnManager->bUseDynamicNavigation);
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}
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// Re-add any mandatory actors missing from the loaded scene. Handles legacy saves
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// that predate the bIsMandatory flag — the mandatory actor is auto-spawned at the
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// baseLevel's MandatorySpawnAnchor. If all mandatory actors were already in the JSON,
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// this is a no-op.
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SpawnManager->EnsureMandatoryActorsPresent();
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scene loaded: %s (%d actors)"), *SceneName, SpawnedCount);
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@@ -512,6 +518,14 @@ void UPS_Editor_SceneSerializer::ClearScene(UPS_Editor_SpawnManager* SpawnManage
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}
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}
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}
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// NOTE: Mandatory-actor auto-spawn is intentionally NOT done here. ClearScene is called
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// from three contexts: (1) "New Scenario" button (we want mandatory spawn — handled in the
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// widget after ClearScene returns), (2) LoadScene before re-spawning saved actors (we
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// don't want it — the JSON itself contains the mandatory actor, and there's a final
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// EnsureMandatoryActorsPresent at the end of LoadScene that handles legacy saves), and
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// (3) BaseLevel switch (we don't want it — the new baseLevel isn't loaded yet, the
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// MandatoryAnchor isn't in the world; the post-OnLevelShown hook handles that).
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}
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FString UPS_Editor_SceneSerializer::GetSceneFilePath(const FString& SceneName) const
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@@ -0,0 +1,38 @@
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#include "PS_Editor_MandatoryAnchor.h"
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#include "Components/SceneComponent.h"
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#include "Components/ArrowComponent.h"
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#include "Components/BillboardComponent.h"
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#include "UObject/ConstructorHelpers.h"
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APS_Editor_MandatoryAnchor::APS_Editor_MandatoryAnchor()
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{
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PrimaryActorTick.bCanEverTick = false;
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USceneComponent* Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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RootComponent = Root;
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#if WITH_EDITORONLY_DATA
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SpriteComponent = CreateDefaultSubobject<UBillboardComponent>(TEXT("Sprite"));
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SpriteComponent->SetupAttachment(Root);
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SpriteComponent->SetHiddenInGame(true);
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SpriteComponent->bIsScreenSizeScaled = true;
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SpriteComponent->ScreenSize = 0.0015f;
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// Pivot icon — clearly distinct from APS_Editor_CameraStart's note icon.
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static ConstructorHelpers::FObjectFinder<UTexture2D> IconFinder(TEXT("/Engine/EditorResources/S_Pivot"));
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if (IconFinder.Succeeded())
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{
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SpriteComponent->SetSprite(IconFinder.Object);
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}
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ArrowComponent = CreateDefaultSubobject<UArrowComponent>(TEXT("Arrow"));
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ArrowComponent->SetupAttachment(Root);
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ArrowComponent->ArrowColor = FColor(255, 200, 60); // orange so it pops in the viewport
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ArrowComponent->ArrowSize = 1.5f;
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ArrowComponent->bIsScreenSizeScaled = true;
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ArrowComponent->SetHiddenInGame(true);
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#endif
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// The anchor is purely a marker — no rendering in PIE / packaged
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SetActorHiddenInGame(true);
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}
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@@ -0,0 +1,38 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "PS_Editor_MandatoryAnchor.generated.h"
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/**
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* Standalone marker actor that defines where mandatory actors
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* (UPS_Editor_SpawnableComponent::bIsMandatory) auto-spawn when a new scenario is created
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* or when a legacy save is missing one.
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*
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* Usage:
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* - Place ONE instance of this actor in each baseLevel
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* - Position it freely — independent from APS_Editor_CameraStart
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* - Save the level
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*
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* The actor is hidden in game / PIE; it has a visible orange arrow + sprite in the level
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* editor for placement. SpawnManager::EnsureMandatoryActorsPresent reads its world transform.
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*/
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UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "PS Editor Mandatory Anchor"))
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class PS_EDITOR_API APS_Editor_MandatoryAnchor : public AActor
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{
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GENERATED_BODY()
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public:
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APS_Editor_MandatoryAnchor();
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#if WITH_EDITORONLY_DATA
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protected:
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/** Editor-only billboard sprite so the actor is easy to pick in the level. */
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UPROPERTY(VisibleAnywhere, Category = "PS_Editor")
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TObjectPtr<class UBillboardComponent> SpriteComponent;
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/** Editor-only forward arrow visualizing the anchor's orientation. */
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UPROPERTY(VisibleAnywhere, Category = "PS_Editor")
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TObjectPtr<class UArrowComponent> ArrowComponent;
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#endif
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};
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@@ -7,6 +7,10 @@
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#include "GameFramework/PlayerController.h"
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#include "Kismet/GameplayStatics.h"
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#include "DrawDebugHelpers.h"
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#include "ProceduralMeshComponent.h"
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#include "Materials/MaterialInterface.h"
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#include "UObject/ConstructorHelpers.h"
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#include "UObject/SoftObjectPath.h"
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namespace PS_Editor_NavUtils
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{
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@@ -118,10 +122,100 @@ namespace PS_Editor_NavUtils
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static TArray<FCachedNavMeshGeo> GCachedNavMeshes;
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static float GTimeSinceRefresh = 9999.f; // force initial refresh
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// Lift the cached navmesh geometry slightly so the wireframe + translucent surface don't
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// z-fight with the floor mesh underneath (the navmesh sits exactly on the walkable surface
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// per the cell height, which causes shimmering with translucent materials especially).
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// 2cm is enough to suppress visual artifacts on typical level geometry without making the
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// overlay look detached from the floor.
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static constexpr float NavMeshDrawZOffset = 2.0f;
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// ---- Surface visualization (procedural mesh + user-supplied translucent material) ----
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//
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// We spawn a single persistent actor with one UProceduralMeshComponent that holds the
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// triangulated navmesh. Its material is loaded once from a hardcoded soft path:
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// /PS_Editor/M_PS_Editor_NavMeshSurface
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// Users create that material in the plugin Content folder with their own settings
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// (translucent, two-sided, color, etc). If the asset is missing, we log a one-shot warning
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// and the surface stays hidden — the wireframe still draws so the feature degrades
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// gracefully rather than crashing.
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static const TCHAR* GNavMeshSurfaceMaterialPath = TEXT("/PS_Editor/M_PS_Editor_NavMeshSurface.M_PS_Editor_NavMeshSurface");
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static TWeakObjectPtr<AActor> GSurfaceActor;
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static TWeakObjectPtr<UProceduralMeshComponent> GSurfaceMesh;
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static TWeakObjectPtr<UMaterialInterface> GSurfaceMaterial;
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static bool GSurfaceMaterialMissingWarned = false;
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static UMaterialInterface* LoadSurfaceMaterial()
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{
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if (GSurfaceMaterial.IsValid()) return GSurfaceMaterial.Get();
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// Always retry — LoadObject is cheap when the asset is already loaded, and we want
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// the load to succeed even if the material was created AFTER the first attempt
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// (Live Coding hot-reload, or user just created the asset). Suppressing retries
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// breaks "create the material, hit P, see it work" without restarting the editor.
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UMaterialInterface* Mat = LoadObject<UMaterialInterface>(nullptr, GNavMeshSurfaceMaterialPath);
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if (Mat)
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{
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GSurfaceMaterial = Mat;
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: NavMesh surface material loaded from %s"), GNavMeshSurfaceMaterialPath);
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GSurfaceMaterialMissingWarned = false;
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return Mat;
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}
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if (!GSurfaceMaterialMissingWarned)
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{
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GSurfaceMaterialMissingWarned = true;
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UE_LOG(LogTemp, Warning, TEXT("PS_Editor: NavMesh surface material not found at %s. ")
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TEXT("Create a translucent material at that path to enable surface visualization. ")
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TEXT("Falling back to wireframe-only."), GNavMeshSurfaceMaterialPath);
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}
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return nullptr;
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}
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static UProceduralMeshComponent* EnsureSurfaceComponent(UWorld* World)
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{
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if (!World) return nullptr;
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if (GSurfaceMesh.IsValid()) return GSurfaceMesh.Get();
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// Spawn a minimal actor and add a UProceduralMeshComponent at runtime. The actor is
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// transient — never saved with the scenario, never selectable in the editor.
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FActorSpawnParameters Params;
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Params.ObjectFlags = RF_Transient;
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Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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AActor* Actor = World->SpawnActor<AActor>(AActor::StaticClass(), FTransform::Identity, Params);
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if (!Actor) return nullptr;
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#if WITH_EDITOR
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Actor->SetActorLabel(TEXT("PS_Editor_NavMeshSurfaceViz"));
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#endif
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||||
|
||||
UProceduralMeshComponent* Mesh = NewObject<UProceduralMeshComponent>(Actor, TEXT("NavMeshSurface"));
|
||||
Mesh->SetMobility(EComponentMobility::Movable);
|
||||
Mesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
Mesh->bUseAsyncCooking = false;
|
||||
Mesh->SetCastShadow(false);
|
||||
Mesh->SetGenerateOverlapEvents(false);
|
||||
Mesh->RegisterComponent();
|
||||
Actor->SetRootComponent(Mesh);
|
||||
|
||||
GSurfaceActor = Actor;
|
||||
GSurfaceMesh = Mesh;
|
||||
return Mesh;
|
||||
}
|
||||
|
||||
static void DestroySurfaceActor()
|
||||
{
|
||||
if (AActor* Actor = GSurfaceActor.Get())
|
||||
{
|
||||
Actor->Destroy();
|
||||
}
|
||||
GSurfaceActor.Reset();
|
||||
GSurfaceMesh.Reset();
|
||||
}
|
||||
|
||||
void ClearNavMeshDebugCache()
|
||||
{
|
||||
GCachedNavMeshes.Empty();
|
||||
GTimeSinceRefresh = 9999.f;
|
||||
DestroySurfaceActor();
|
||||
}
|
||||
|
||||
void DrawNavMeshDebug(UWorld* World, float DeltaTime, float RefreshIntervalSeconds)
|
||||
@@ -146,14 +240,21 @@ namespace PS_Editor_NavUtils
|
||||
|
||||
// Iterate every tile and pull its debug geometry. UE 5.5 dropped the
|
||||
// single-call GetDebugGeometry; only the per-tile variant remains.
|
||||
const int32 NumTiles = Recast->GetNavMeshTilesCount();
|
||||
for (int32 TileIdx = 0; TileIdx < NumTiles; ++TileIdx)
|
||||
// As of 5.5 the int32-tile-index overload is deprecated — use the
|
||||
// FNavTileRef overload via GetAllNavMeshTiles.
|
||||
TArray<FNavTileRef> TileRefs;
|
||||
Recast->GetAllNavMeshTiles(TileRefs);
|
||||
for (const FNavTileRef& TileRef : TileRefs)
|
||||
{
|
||||
FRecastDebugGeometry Geo;
|
||||
Recast->GetDebugGeometryForTile(Geo, TileIdx);
|
||||
Recast->GetDebugGeometryForTile(Geo, TileRef);
|
||||
|
||||
const int32 BaseIdx = Cached.Vertices.Num();
|
||||
Cached.Vertices.Append(Geo.MeshVerts);
|
||||
Cached.Vertices.Reserve(BaseIdx + Geo.MeshVerts.Num());
|
||||
for (const FVector& V : Geo.MeshVerts)
|
||||
{
|
||||
Cached.Vertices.Add(V + FVector(0.f, 0.f, NavMeshDrawZOffset));
|
||||
}
|
||||
for (int32 AreaIdx = 0; AreaIdx < RECAST_MAX_AREAS; ++AreaIdx)
|
||||
{
|
||||
const TArray<int32>& AreaIndices = Geo.AreaIndices[AreaIdx];
|
||||
@@ -169,6 +270,55 @@ namespace PS_Editor_NavUtils
|
||||
GCachedNavMeshes.Add(MoveTemp(Cached));
|
||||
}
|
||||
}
|
||||
|
||||
// Cache rebuilt — also refresh the procedural surface mesh so the translucent
|
||||
// overlay tracks live navmesh changes. We merge every navmesh's geometry into a
|
||||
// single section to keep the proc mesh component lightweight (one section, one
|
||||
// material, one draw call).
|
||||
if (UProceduralMeshComponent* Surface = EnsureSurfaceComponent(World))
|
||||
{
|
||||
TArray<FVector> Vertices;
|
||||
TArray<int32> Triangles;
|
||||
for (const FCachedNavMeshGeo& Cached : GCachedNavMeshes)
|
||||
{
|
||||
const int32 BaseIdx = Vertices.Num();
|
||||
Vertices.Append(Cached.Vertices);
|
||||
Triangles.Reserve(Triangles.Num() + Cached.TriIndices.Num());
|
||||
for (int32 Idx : Cached.TriIndices)
|
||||
{
|
||||
Triangles.Add(BaseIdx + Idx);
|
||||
}
|
||||
}
|
||||
|
||||
// Empty arrays for normals/UVs/colors/tangents — the unlit translucent material
|
||||
// the user provides doesn't need them. ProcMesh treats empty arrays as "skip
|
||||
// this stream", which is fine for an unlit overlay.
|
||||
static const TArray<FVector> EmptyNormals;
|
||||
static const TArray<FVector2D> EmptyUVs;
|
||||
static const TArray<FColor> EmptyColors;
|
||||
static const TArray<FProcMeshTangent> EmptyTangents;
|
||||
|
||||
if (Vertices.Num() > 0 && Triangles.Num() > 0)
|
||||
{
|
||||
Surface->CreateMeshSection(/*SectionIndex=*/ 0, Vertices, Triangles,
|
||||
EmptyNormals, EmptyUVs, EmptyColors, EmptyTangents,
|
||||
/*bCreateCollision=*/ false);
|
||||
|
||||
UMaterialInterface* Mat = LoadSurfaceMaterial();
|
||||
if (Mat)
|
||||
{
|
||||
Surface->SetMaterial(0, Mat);
|
||||
}
|
||||
Surface->SetVisibility(true);
|
||||
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: NavMesh surface refreshed — %d verts, %d tris, material=%s"),
|
||||
Vertices.Num(), Triangles.Num() / 3,
|
||||
Mat ? *Mat->GetName() : TEXT("<none, wireframe-only>"));
|
||||
}
|
||||
else
|
||||
{
|
||||
Surface->ClearAllMeshSections();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Per-frame draw of cached geometry. Lifetime=0 + bPersistent=false means each call
|
||||
|
||||
@@ -6,8 +6,11 @@
|
||||
#include "PS_Editor_PlayerController.h"
|
||||
#include "PS_Editor_TimelineSubsystem.h"
|
||||
#include "PS_Editor_GroundSnap.h"
|
||||
#include "PS_Editor_NavUtils.h"
|
||||
#include "PS_Editor_MandatoryAnchor.h"
|
||||
#include "AIController.h"
|
||||
#include "BrainComponent.h"
|
||||
#include "EngineUtils.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "GameFramework/Character.h"
|
||||
#include "GameFramework/CharacterMovementComponent.h"
|
||||
@@ -91,6 +94,7 @@ void UPS_Editor_SpawnManager::AddCatalog(UPS_Editor_SpawnCatalog* InCatalog)
|
||||
|
||||
Resolved.Category = SpawnComp ? SpawnComp->Category : TEXT("Default");
|
||||
Resolved.Thumbnail = SpawnComp ? SpawnComp->Thumbnail : nullptr;
|
||||
Resolved.bIsMandatory = SpawnComp ? SpawnComp->bIsMandatory : false;
|
||||
|
||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved '%s' - SpawnComp=%s, Thumbnail=%s"),
|
||||
*Resolved.DisplayName,
|
||||
@@ -469,6 +473,112 @@ void UPS_Editor_SpawnManager::NotifyEditorModeChanged(bool bIsEditing)
|
||||
}
|
||||
}
|
||||
|
||||
bool UPS_Editor_SpawnManager::IsActorDeletable(const AActor* Actor) const
|
||||
{
|
||||
if (!Actor) return true;
|
||||
const UPS_Editor_SpawnableComponent* SpawnComp = Actor->FindComponentByClass<UPS_Editor_SpawnableComponent>();
|
||||
return !(SpawnComp && SpawnComp->bIsMandatory);
|
||||
}
|
||||
|
||||
void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
|
||||
{
|
||||
APlayerController* PC = OwnerPC.Get();
|
||||
UWorld* World = PC ? PC->GetWorld() : nullptr;
|
||||
if (!World) return;
|
||||
|
||||
// Diagnostic: count how many catalog entries are flagged mandatory. If zero, the user
|
||||
// likely hasn't restarted PIE since marking the BP — Live Coding doesn't re-resolve the
|
||||
// catalog, so cached bIsMandatory values stay stale. Surface this clearly in the log.
|
||||
int32 MandatoryCount = 0;
|
||||
for (const FPS_Editor_ResolvedEntry& E : ResolvedEntries)
|
||||
{
|
||||
if (E.bIsMandatory) ++MandatoryCount;
|
||||
}
|
||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor: EnsureMandatoryActorsPresent — scanning %d catalog entries (%d marked mandatory)"),
|
||||
ResolvedEntries.Num(), MandatoryCount);
|
||||
if (MandatoryCount == 0)
|
||||
{
|
||||
// Nothing to do. Don't bother locating an anchor.
|
||||
return;
|
||||
}
|
||||
|
||||
// 1. Locate the standalone APS_Editor_MandatoryAnchor in the loaded baseLevel. We take
|
||||
// the first one found. If absent, fall back to world origin (with a warning) so
|
||||
// mandatory actors still land somewhere reachable.
|
||||
FTransform AnchorXf = FTransform::Identity;
|
||||
bool bAnchorFound = false;
|
||||
for (TActorIterator<APS_Editor_MandatoryAnchor> It(World); It; ++It)
|
||||
{
|
||||
if (APS_Editor_MandatoryAnchor* Anchor = *It)
|
||||
{
|
||||
AnchorXf = Anchor->GetActorTransform();
|
||||
bAnchorFound = true;
|
||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor: MandatoryAnchor found at %s"), *AnchorXf.GetLocation().ToString());
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!bAnchorFound)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EnsureMandatoryActorsPresent — no APS_Editor_MandatoryAnchor placed in the baseLevel. Mandatory actors will spawn at world origin."));
|
||||
}
|
||||
|
||||
// 2. For each mandatory class in the catalog: skip if any tracked actor of that class
|
||||
// already exists, otherwise spawn one at the anchor transform. SpawnActorDirect routes
|
||||
// through the standard tracking path so the new actor lands in SpawnedActors and gets
|
||||
// a stable timeline ActorId.
|
||||
int32 SpawnedNow = 0;
|
||||
int32 SkippedExisting = 0;
|
||||
for (const FPS_Editor_ResolvedEntry& Entry : ResolvedEntries)
|
||||
{
|
||||
if (!Entry.bIsMandatory || !Entry.ActorClass) continue;
|
||||
|
||||
// Already present?
|
||||
bool bAlreadyPresent = false;
|
||||
for (const TWeakObjectPtr<AActor>& Weak : SpawnedActors)
|
||||
{
|
||||
AActor* Existing = Weak.Get();
|
||||
if (Existing && Existing->IsA(Entry.ActorClass))
|
||||
{
|
||||
bAlreadyPresent = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (bAlreadyPresent)
|
||||
{
|
||||
++SkippedExisting;
|
||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Mandatory '%s' already present, skipping."), *Entry.DisplayName);
|
||||
continue;
|
||||
}
|
||||
|
||||
AActor* NewActor = SpawnActorDirect(Entry.ActorClass, AnchorXf.GetLocation(),
|
||||
AnchorXf.Rotator(), AnchorXf.GetScale3D());
|
||||
if (NewActor)
|
||||
{
|
||||
++SpawnedNow;
|
||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Mandatory actor auto-spawned: %s at %s"),
|
||||
*Entry.DisplayName, *AnchorXf.GetLocation().ToString());
|
||||
|
||||
// Fire OnPropertiesLoaded so the actor's BP can run its init logic. For loaded
|
||||
// scenes, the SceneLoader/Serializer already fires this after applying JSON
|
||||
// properties; mandatory auto-spawn has no properties to apply, but the actor
|
||||
// still needs the same init hook (e.g. setting up visuals based on defaults).
|
||||
// Without this call, BP code that relies on OnPropertiesLoaded silently doesn't
|
||||
// run for auto-spawned actors → the actor stays in its raw post-BeginPlay state.
|
||||
if (NewActor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
|
||||
{
|
||||
IPS_Editor_EditableInterface::Execute_OnPropertiesLoaded(NewActor);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: Failed to spawn mandatory actor %s"), *Entry.DisplayName);
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogTemp, Log, TEXT("PS_Editor: EnsureMandatoryActorsPresent — done. Spawned=%d, AlreadyPresent=%d"),
|
||||
SpawnedNow, SkippedExisting);
|
||||
}
|
||||
|
||||
void UPS_Editor_SpawnManager::TickEditorMode(float DeltaTime)
|
||||
{
|
||||
for (const TWeakObjectPtr<AActor>& Weak : SpawnedActors)
|
||||
@@ -480,6 +590,24 @@ void UPS_Editor_SpawnManager::TickEditorMode(float DeltaTime)
|
||||
IPS_Editor_EditableInterface::Execute_OnEditorTick(Actor, DeltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
// Custom navmesh visualization (P key / Settings checkbox). Bypasses UE's nav debug
|
||||
// renderer (which is gated behind UE_ALLOW_NAVMESH_DEBUG_DRAWING_IN_GAME and unusable
|
||||
// on binary engine builds at runtime). Triangulates each ARecastNavMesh and emits
|
||||
// DrawDebugLine calls per edge — works in PIE / Standalone / packaged. The proc-mesh
|
||||
// surface overlay is also (re)built inside DrawNavMeshDebug; on the on→off transition
|
||||
// we explicitly clear the cache so the surface actor is destroyed (DrawDebugLine entries
|
||||
// auto-expire after 1 frame, but the proc-mesh actor needs an explicit teardown).
|
||||
if (bShowNavMesh)
|
||||
{
|
||||
PS_Editor_NavUtils::DrawNavMeshDebug(GetWorld(), DeltaTime);
|
||||
bWasShowingNavMesh = true;
|
||||
}
|
||||
else if (bWasShowingNavMesh)
|
||||
{
|
||||
PS_Editor_NavUtils::ClearNavMeshDebugCache();
|
||||
bWasShowingNavMesh = false;
|
||||
}
|
||||
}
|
||||
|
||||
TArray<FString> UPS_Editor_SpawnManager::GetCategories() const
|
||||
|
||||
@@ -24,6 +24,10 @@ struct FPS_Editor_ResolvedEntry
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<UTexture2D> Thumbnail;
|
||||
|
||||
/** Cached from UPS_Editor_SpawnableComponent::bIsMandatory at catalog resolution time.
|
||||
* Mandatory entries are auto-spawned on new-scene/load and hidden from the catalog UI. */
|
||||
bool bIsMandatory = false;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -75,6 +79,22 @@ public:
|
||||
/** Notify all spawned actors that implement IPS_Editor_EditableInterface of editor mode change. */
|
||||
void NotifyEditorModeChanged(bool bIsEditing);
|
||||
|
||||
/**
|
||||
* Walk the catalog, and for every class flagged bIsMandatory that has no instance currently
|
||||
* tracked in SpawnedActors, spawn one at the world's APS_Editor_CameraStart::MandatorySpawnAnchor
|
||||
* (or world origin if none found). Idempotent — calling repeatedly is safe; missing instances
|
||||
* are added, existing ones are left untouched.
|
||||
*
|
||||
* Called from SceneSerializer::ClearScene (new scene) and SceneLoader (after JSON load) so
|
||||
* mandatory actors are guaranteed present whether the user starts fresh or opens a legacy
|
||||
* save that predates the mandatory flag.
|
||||
*/
|
||||
void EnsureMandatoryActorsPresent();
|
||||
|
||||
/** Returns false if Actor has a UPS_Editor_SpawnableComponent with bIsMandatory==true.
|
||||
* Used by the delete code path (Pawn::HandleDelete) to skip mandatory actors silently. */
|
||||
bool IsActorDeletable(const AActor* Actor) const;
|
||||
|
||||
// ---- Per-scenario settings (persisted in JSON) ----
|
||||
|
||||
/** If true, switch the level's RecastNavMesh to Dynamic runtime generation when this
|
||||
@@ -88,6 +108,11 @@ public:
|
||||
* visualization preference, never saved with the scenario. */
|
||||
bool bShowNavMesh = false;
|
||||
|
||||
/** Tracks the previous tick's bShowNavMesh state so TickEditorMode can detect the
|
||||
* on→off transition and tear down the proc-mesh surface actor that DrawNavMeshDebug
|
||||
* spawned. Without this, the surface would stay visible after the user toggled it off. */
|
||||
bool bWasShowingNavMesh = false;
|
||||
|
||||
/** Tick all spawned actors that implement IPS_Editor_EditableInterface. */
|
||||
void TickEditorMode(float DeltaTime);
|
||||
|
||||
|
||||
@@ -54,6 +54,15 @@ public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawnable")
|
||||
bool bPreload = false;
|
||||
|
||||
/** If true, this actor class is mandatory for any scenario:
|
||||
* - Auto-spawned on "New Scene" (one instance, at the MandatorySpawnAnchor of the
|
||||
* baseLevel's APS_Editor_CameraStart, falling back to world origin)
|
||||
* - On scene load, if missing, auto-added (handles legacy saves cleanly)
|
||||
* - Cannot be deleted by the user (delete is silently refused with a warning log)
|
||||
* - Hidden from the catalog (you can't add a 2nd instance) */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawnable")
|
||||
bool bIsMandatory = false;
|
||||
|
||||
// ---- Runtime-only: saved movement/rotation settings before editor override ----
|
||||
// Set when the editor disables AI/rotation overrides, restored on StartSimulation.
|
||||
bool bSavedMovementState = false;
|
||||
|
||||
@@ -374,6 +374,14 @@ static int32 FindTrack(const FPS_Editor_TimelineData& Data, const FGuid& ActorId
|
||||
return INDEX_NONE;
|
||||
}
|
||||
|
||||
bool UPS_Editor_TimelineSubsystem::IsPropertyTracked(AActor* Actor, const FName& PropertyPath) const
|
||||
{
|
||||
if (!Actor) return false;
|
||||
const FGuid ActorId = FindActorId(Actor);
|
||||
if (!ActorId.IsValid()) return false;
|
||||
return FindTrack(Data, ActorId, PropertyPath) != INDEX_NONE;
|
||||
}
|
||||
|
||||
bool UPS_Editor_TimelineSubsystem::AddOrUpdateKeyAtCurrentTime(AActor* Actor, const FName& PropertyPath)
|
||||
{
|
||||
if (!Actor) return false;
|
||||
|
||||
@@ -88,6 +88,11 @@ public:
|
||||
|
||||
const TArray<FPS_Editor_TimelineTrack>& GetTracks() const { return Data.Tracks; }
|
||||
|
||||
/** Returns true if the timeline holds a track for (Actor, PropertyPath). Used by the
|
||||
* PlayerController's editable-property snapshot/restore so we don't double-restore
|
||||
* properties already handled by the timeline's RestoreBaseline. */
|
||||
bool IsPropertyTracked(AActor* Actor, const FName& PropertyPath) const;
|
||||
|
||||
/**
|
||||
* Add a key at CurrentTime for (Actor, PropertyPath), reading the actor's current value.
|
||||
* Creates the track if it doesn't exist. If a key already exists at this time, updates its value.
|
||||
|
||||
@@ -1081,6 +1081,10 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
|
||||
if (SceneSerializer.IsValid() && SpawnManager.IsValid())
|
||||
{
|
||||
SceneSerializer->ClearScene(SpawnManager.Get());
|
||||
// Re-spawn mandatory actors immediately after the wipe — this is
|
||||
// the "New Scenario" path, where the user expects a fresh-but-not-empty
|
||||
// scene (mandatory class instances at the MandatoryAnchor).
|
||||
SpawnManager->EnsureMandatoryActorsPresent();
|
||||
bSceneDirty = false;
|
||||
LastKnownSpawnedCount = 0;
|
||||
}
|
||||
@@ -1673,6 +1677,10 @@ void UPS_Editor_MainWidget::PopulateSpawnCatalog()
|
||||
{
|
||||
const FPS_Editor_ResolvedEntry& Entry = Entries[i];
|
||||
|
||||
// Mandatory classes are auto-spawned and singletons — hide them from the catalog so
|
||||
// the user can't add a 2nd instance.
|
||||
if (Entry.bIsMandatory) continue;
|
||||
|
||||
// Category header
|
||||
if (Entry.Category != CurrentCategory)
|
||||
{
|
||||
|
||||
@@ -924,6 +924,10 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
|
||||
if (SceneSerializer.IsValid() && SpawnManager.IsValid())
|
||||
{
|
||||
SceneSerializer->ClearScene(SpawnManager.Get());
|
||||
// Re-spawn mandatory actors immediately after the wipe — this is
|
||||
// the "New Scenario" path, where the user expects a fresh-but-not-empty
|
||||
// scene (mandatory class instances at the MandatoryAnchor).
|
||||
SpawnManager->EnsureMandatoryActorsPresent();
|
||||
bSceneDirty = false;
|
||||
LastKnownSpawnedCount = 0;
|
||||
}
|
||||
@@ -1507,6 +1511,10 @@ void UPS_Editor_MainWidget_Legacy::PopulateSpawnCatalog()
|
||||
{
|
||||
const FPS_Editor_ResolvedEntry& Entry = Entries[i];
|
||||
|
||||
// Mandatory classes are auto-spawned and singletons — hide them from the catalog so
|
||||
// the user can't add a 2nd instance.
|
||||
if (Entry.bIsMandatory) continue;
|
||||
|
||||
// Category header
|
||||
if (Entry.Category != CurrentCategory)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user