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b/Unreal/Plugins/PS_Editor/Content/PS_Editor_GameMode.uasset differ diff --git a/Unreal/Plugins/PS_Editor/Content/PS_MasterCatalog.uasset b/Unreal/Plugins/PS_Editor/Content/PS_MasterCatalog.uasset index 5e99609..6380272 100644 Binary files a/Unreal/Plugins/PS_Editor/Content/PS_MasterCatalog.uasset and b/Unreal/Plugins/PS_Editor/Content/PS_MasterCatalog.uasset differ diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_GameInstanceSubsystem.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_GameInstanceSubsystem.cpp index 050e5e0..1d85e09 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_GameInstanceSubsystem.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_GameInstanceSubsystem.cpp @@ -1,16 +1,46 @@ #include "PS_Editor_GameInstanceSubsystem.h" +#include "Kismet/GameplayStatics.h" -void UPS_Editor_GameInstanceSubsystem::SetPendingScene(const FString& SceneName, const FString& BaseLevel) +void UPS_Editor_GameInstanceSubsystem::SetPendingScenario(const FString& ScenarioName, const FString& BaseLevel) { - PendingSceneName = SceneName; + PendingScenarioName = ScenarioName; PendingBaseLevel = BaseLevel; - UE_LOG(LogTemp, Log, TEXT("PS_Editor: Pending scene set: '%s' (level: '%s')"), *SceneName, *BaseLevel); + LastEditedScenarioName = ScenarioName; + LastEditedBaseLevel = BaseLevel; + UE_LOG(LogTemp, Log, TEXT("PS_Editor: Pending scenario set: '%s' (base level: '%s')"), *ScenarioName, *BaseLevel); } -FString UPS_Editor_GameInstanceSubsystem::ConsumePendingScene() +FString UPS_Editor_GameInstanceSubsystem::ConsumePendingScenario() { - FString Result = PendingSceneName; - PendingSceneName.Empty(); + FString Result = PendingScenarioName; + PendingScenarioName.Empty(); PendingBaseLevel.Empty(); + // LastEdited fields are NOT cleared — ReturnToEditor uses them return Result; } + +void UPS_Editor_GameInstanceSubsystem::OpenEditor(const UObject* WorldContextObject) +{ + if (EditorMapName.IsEmpty()) + { + UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditorMapName not set on GameInstanceSubsystem")); + return; + } + + UE_LOG(LogTemp, Log, TEXT("PS_Editor: Opening editor '%s' (scenario: '%s', base level: '%s')"), + *EditorMapName, *PendingScenarioName, *PendingBaseLevel); + + UGameplayStatics::OpenLevel(WorldContextObject, FName(*EditorMapName), true, TEXT("")); +} + +void UPS_Editor_GameInstanceSubsystem::ReturnToEditor(const UObject* WorldContextObject) +{ + // Restore pending from LastEdited so the editor picks them up + PendingScenarioName = LastEditedScenarioName; + PendingBaseLevel = LastEditedBaseLevel; + + UE_LOG(LogTemp, Log, TEXT("PS_Editor: Returning to editor (scenario: '%s', base level: '%s')"), + *PendingScenarioName, *PendingBaseLevel); + + OpenEditor(WorldContextObject); +} diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_GameInstanceSubsystem.h b/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_GameInstanceSubsystem.h index 381ef91..e9ef7eb 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_GameInstanceSubsystem.h +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_GameInstanceSubsystem.h @@ -6,10 +6,10 @@ /** * Lightweight subsystem that survives between level transitions (OpenLevel). - * Used to pass the scene name from the editor to the gameplay level. + * Used to pass scenario/base level info between PROSERVE and the editor. * * Usage from Blueprint: - * Get Game Instance → Get Subsystem (PS_Editor_GameInstanceSubsystem) → Pending Scene Name + * Get Game Instance → Get Subsystem (PS_Editor_GameInstanceSubsystem) → Pending Scenario Name */ UCLASS() class PS_EDITOR_API UPS_Editor_GameInstanceSubsystem : public UGameInstanceSubsystem @@ -17,19 +17,38 @@ class PS_EDITOR_API UPS_Editor_GameInstanceSubsystem : public UGameInstanceSubsy GENERATED_BODY() public: - /** Scene name to load on the next level. Set by PS_Editor Play button, read by gameplay GameMode. */ + /** Scenario name to load on the next level. Set by PROSERVE or Play button, consumed on load. */ UPROPERTY(BlueprintReadWrite, Category = "PS Editor") - FString PendingSceneName; + FString PendingScenarioName; - /** Base level name associated with the pending scene. */ + /** Base level name associated with the pending scenario. */ UPROPERTY(BlueprintReadWrite, Category = "PS Editor") FString PendingBaseLevel; - /** Helper: set both values at once. */ - UFUNCTION(BlueprintCallable, Category = "PS Editor") - void SetPendingScene(const FString& SceneName, const FString& BaseLevel); + /** Last scenario/base level edited. Persists after consume — used by ReturnToEditor. */ + UPROPERTY(BlueprintReadOnly, Category = "PS Editor") + FString LastEditedScenarioName; - /** Helper: consume the pending scene (reads and clears). */ + UPROPERTY(BlueprintReadOnly, Category = "PS Editor") + FString LastEditedBaseLevel; + + /** Name of the editor map to return to. Set this once at startup. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor") + FString EditorMapName; + + /** Set pending scenario + base level (for opening the editor or gameplay). */ UFUNCTION(BlueprintCallable, Category = "PS Editor") - FString ConsumePendingScene(); + void SetPendingScenario(const FString& ScenarioName, const FString& BaseLevel); + + /** Consume the pending scenario (reads and clears). */ + UFUNCTION(BlueprintCallable, Category = "PS Editor") + FString ConsumePendingScenario(); + + /** Open the editor with the current pending scenario + base level. */ + UFUNCTION(BlueprintCallable, Category = "PS Editor", meta = (WorldContext = "WorldContextObject")) + void OpenEditor(const UObject* WorldContextObject); + + /** Return to the editor, keeping the current base level and scenario. */ + UFUNCTION(BlueprintCallable, Category = "PS Editor", meta = (WorldContext = "WorldContextObject")) + void ReturnToEditor(const UObject* WorldContextObject); }; diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_PlayerController.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_PlayerController.cpp index be8c92d..49fe2bf 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_PlayerController.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/GameMode/PS_Editor_PlayerController.cpp @@ -10,6 +10,9 @@ #include "PS_Editor_PointPlaceable.h" #include "Engine/LevelStreamingDynamic.h" #include "PS_Editor_GameInstanceSubsystem.h" +#include "GameFramework/GameModeBase.h" +#include "GameFramework/GameStateBase.h" +#include "GameFramework/PlayerState.h" APS_Editor_PlayerController::APS_Editor_PlayerController() { @@ -43,24 +46,7 @@ void APS_Editor_PlayerController::BeginPlay() } } - // Auto-detect base level: strip "_Editor"/"_editor" from map name, match against BaseLevels - FString MapName = GetWorld()->GetMapName(); - MapName.RemoveFromStart(GetWorld()->StreamingLevelsPrefix); - - FString Candidate = MapName; - Candidate.RemoveFromEnd(TEXT("_Editor")); - Candidate.RemoveFromEnd(TEXT("_editor")); - - if (Master->BaseLevels.Contains(Candidate)) - { - CurrentBaseLevel = Candidate; - } - else if (Master->BaseLevels.Num() > 0) - { - CurrentBaseLevel = Master->BaseLevels[0]; - } - - // Check if PROSERVE set a pending base level via the subsystem + // Check if PROSERVE set a pending base level + scenario via the subsystem if (UGameInstance* GI = GetGameInstance()) { if (UPS_Editor_GameInstanceSubsystem* Sub = GI->GetSubsystem()) @@ -68,19 +54,18 @@ void APS_Editor_PlayerController::BeginPlay() if (!Sub->PendingBaseLevel.IsEmpty()) { LoadBaseLevelAsSublevel(Sub->PendingBaseLevel); - // Also load pending scene if set - if (!Sub->PendingSceneName.IsEmpty() && SpawnManager) + if (!Sub->PendingScenarioName.IsEmpty() && SpawnManager) { - SceneSerializer->LoadScene(Sub->PendingSceneName, SpawnManager); + SceneSerializer->LoadScene(Sub->PendingScenarioName, SpawnManager); } - Sub->PendingSceneName.Empty(); + Sub->PendingScenarioName.Empty(); Sub->PendingBaseLevel.Empty(); } } } - UE_LOG(LogTemp, Log, TEXT("PS_Editor: MasterCatalog loaded (%d catalogs, %d entries). BaseLevel: '%s' (map: %s)"), - Master->Catalogs.Num(), SpawnManager->GetResolvedEntries().Num(), *CurrentBaseLevel, *MapName); + UE_LOG(LogTemp, Log, TEXT("PS_Editor: MasterCatalog loaded (%d catalogs, %d entries). BaseLevel: '%s'"), + Master->Catalogs.Num(), SpawnManager->GetResolvedEntries().Num(), *CurrentBaseLevel); } else { @@ -206,9 +191,7 @@ void APS_Editor_PlayerController::CancelPointPlacement() void APS_Editor_PlayerController::LoadBaseLevelAsSublevel(const FString& LevelName) { - if (LevelName.IsEmpty()) return; - - // Unload previous sublevel + // Unload previous sublevel first if (CurrentSublevel) { CurrentSublevel->SetShouldBeLoaded(false); @@ -218,6 +201,35 @@ void APS_Editor_PlayerController::LoadBaseLevelAsSublevel(const FString& LevelNa UE_LOG(LogTemp, Log, TEXT("PS_Editor: Unloaded previous sublevel")); } + // Hide/show persistent level scene actors (lights, meshes, post-process, etc.) + // Exclude PS_Editor system actors (pawn, controller, gizmo, gamemode, spawned objects) + if (ULevel* PersistentLevel = GetWorld()->PersistentLevel) + { + for (AActor* Actor : PersistentLevel->Actors) + { + if (!Actor) continue; + // Skip system actors + if (Actor == this || Actor == GetPawn()) continue; + if (Cast(Actor) || Cast(Actor) || Cast(Actor)) continue; + if (Cast(Actor)) continue; + // Skip PS_Editor spawned actors (tracked by SpawnManager) + if (SpawnManager && SpawnManager->IsActorSpawned(Actor)) continue; + + // Hide persistent level actors when loading a BaseLevel, show when clearing + const bool bHide = !LevelName.IsEmpty() && LevelName != TEXT("None"); + Actor->SetActorHiddenInGame(bHide); + Actor->SetActorEnableCollision(!bHide); + } + } + + // "None" or empty = no sublevel, just clear + if (LevelName.IsEmpty() || LevelName == TEXT("None")) + { + CurrentBaseLevel = TEXT(""); + UE_LOG(LogTemp, Log, TEXT("PS_Editor: No BaseLevel selected, persistent level actors restored")); + return; + } + // Load new sublevel bool bSuccess = false; CurrentSublevel = ULevelStreamingDynamic::LoadLevelInstance( diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.cpp b/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.cpp index a85ab96..af98593 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.cpp +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.cpp @@ -17,6 +17,7 @@ #include "Widgets/Input/SButton.h" #include "Widgets/Images/SImage.h" #include "Widgets/Input/SCheckBox.h" +#include "Widgets/Input/SComboBox.h" #include "Engine/Texture2D.h" #include "Widgets/Input/SEditableTextBox.h" #include "Widgets/SOverlay.h" @@ -453,7 +454,7 @@ TSharedRef UPS_Editor_MainWidget::BuildSceneButtons() .Padding(0.0f, 0.0f, 4.0f, 0.0f) [ SAssignNew(SaveNameField, SEditableTextBox) - .HintText(FText::FromString(TEXT("Scene name..."))) + .HintText(FText::FromString(TEXT("Scenario name..."))) .Font(FCoreStyle::GetDefaultFontStyle("Regular", 10)) ] + SHorizontalBox::Slot() @@ -502,7 +503,7 @@ TSharedRef UPS_Editor_MainWidget::BuildSceneButtons() }) [ SNew(STextBlock) - .Text(FText::FromString(TEXT("New Scene"))) + .Text(FText::FromString(TEXT("New Scenario"))) .Font(FCoreStyle::GetDefaultFontStyle("Regular", 10)) ] ] @@ -540,10 +541,21 @@ TSharedRef UPS_Editor_MainWidget::BuildSceneButtons() { if (UPS_Editor_GameInstanceSubsystem* Sub = GI->GetSubsystem()) { - Sub->SetPendingScene(SceneName, BaseLevel); + Sub->SetPendingScenario(SceneName, BaseLevel); + // Remember editor map for ReturnToEditor + if (Sub->EditorMapName.IsEmpty()) + { + FString MapName = EditorPC->GetWorld()->GetMapName(); + MapName.RemoveFromStart(EditorPC->GetWorld()->StreamingLevelsPrefix); + Sub->EditorMapName = MapName; + } } } + // Reset input mode before transition so the target GameMode starts clean + EditorPC->bShowMouseCursor = false; + EditorPC->SetInputMode(FInputModeGameOnly()); + UGameplayStatics::OpenLevel(EditorPC, FName(*BaseLevel), true, TEXT("")); return FReply::Handled(); }) @@ -555,7 +567,7 @@ TSharedRef UPS_Editor_MainWidget::BuildSceneButtons() ] ] ] - // BaseLevel selector row + // BaseLevel combo box + SVerticalBox::Slot() .AutoHeight() .Padding(0.0f, 4.0f, 0.0f, 2.0f) @@ -570,46 +582,46 @@ TSharedRef UPS_Editor_MainWidget::BuildSceneButtons() ] + SHorizontalBox::Slot().FillWidth(1.0f).VAlign(VAlign_Center) [ - SAssignNew(LevelFilterText, STextBlock) - .Text(FText::FromString(TEXT("..."))) - .Font(FCoreStyle::GetDefaultFontStyle("Bold", 9)) - .ColorAndOpacity(FLinearColor(0.4f, 0.8f, 0.4f)) - ] - + SHorizontalBox::Slot().AutoWidth().Padding(4.0f, 0.0f, 0.0f, 0.0f) - [ - SNew(SButton) - .OnClicked_Lambda([this]() -> FReply + SAssignNew(BaseLevelCombo, SComboBox>) + .OptionsSource(&BaseLevelOptions) + .OnSelectionChanged_Lambda([this](TSharedPtr Selected, ESelectInfo::Type) { + if (!Selected.IsValid()) return; + APS_Editor_PlayerController* EditorPC = Cast(GetOwningPlayer()); - if (!EditorPC) return FReply::Handled(); + if (!EditorPC) return; - // Get BaseLevels from MasterCatalog - TArray Levels; - if (UPS_Editor_MasterCatalog* Master = EditorPC->MasterCatalogAsset.Get()) + // Clear current scenario before switching BaseLevel + if (SceneSerializer.IsValid() && SpawnManager.IsValid()) { - Levels = Master->BaseLevels; + SceneSerializer->ClearScene(SpawnManager.Get()); + } + if (SaveNameField.IsValid()) + { + SaveNameField->SetText(FText::GetEmpty()); } - if (Levels.Num() == 0) return FReply::Handled(); - // Cycle to next - int32 Idx = Levels.Find(EditorPC->CurrentBaseLevel); - Idx = (Idx + 1) % Levels.Num(); - - // Load as sublevel + update filter - EditorPC->LoadBaseLevelAsSublevel(Levels[Idx]); + EditorPC->LoadBaseLevelAsSublevel(*Selected); CurrentLevelFilter = EditorPC->CurrentBaseLevel; - if (LevelFilterText.IsValid()) + if (BaseLevelComboText.IsValid()) { - LevelFilterText->SetText(FText::FromString(CurrentLevelFilter)); + BaseLevelComboText->SetText(FText::FromString(*Selected)); } PopulateSceneList(); - return FReply::Handled(); + LastOutlinerActorCount = -1; // Force outliner refresh + }) + .OnGenerateWidget_Lambda([](TSharedPtr Item) -> TSharedRef + { + return SNew(STextBlock) + .Text(FText::FromString(Item.IsValid() ? *Item : TEXT(""))) + .Font(FCoreStyle::GetDefaultFontStyle("Regular", 9)); }) [ - SNew(STextBlock) - .Text(FText::FromString(TEXT(">"))) - .Font(FCoreStyle::GetDefaultFontStyle("Regular", 10)) + SAssignNew(BaseLevelComboText, STextBlock) + .Text(FText::FromString(TEXT("Select..."))) + .Font(FCoreStyle::GetDefaultFontStyle("Bold", 9)) + .ColorAndOpacity(FLinearColor(0.4f, 0.8f, 0.4f)) ] ] ] @@ -668,13 +680,31 @@ void UPS_Editor_MainWidget::NativeConstruct() Super::NativeConstruct(); PopulateSpawnCatalog(); - // Init BaseLevel filter from PlayerController auto-detection + // Populate BaseLevel combo from MasterCatalog if (APS_Editor_PlayerController* EditorPC = Cast(GetOwningPlayer())) { - CurrentLevelFilter = EditorPC->CurrentBaseLevel; - if (LevelFilterText.IsValid() && !CurrentLevelFilter.IsEmpty()) + BaseLevelOptions.Add(MakeShared(TEXT("None"))); + if (UPS_Editor_MasterCatalog* Master = EditorPC->MasterCatalogAsset.Get()) { - LevelFilterText->SetText(FText::FromString(CurrentLevelFilter)); + for (const FString& Level : Master->BaseLevels) + { + BaseLevelOptions.Add(MakeShared(Level)); + } + } + + // If a BaseLevel was set (e.g. from subsystem), select it in the combo + CurrentLevelFilter = EditorPC->CurrentBaseLevel; + if (!CurrentLevelFilter.IsEmpty()) + { + for (const TSharedPtr& Opt : BaseLevelOptions) + { + if (*Opt == CurrentLevelFilter) + { + if (BaseLevelCombo.IsValid()) BaseLevelCombo->SetSelectedItem(Opt); + if (BaseLevelComboText.IsValid()) BaseLevelComboText->SetText(FText::FromString(CurrentLevelFilter)); + break; + } + } } } @@ -698,7 +728,7 @@ void UPS_Editor_MainWidget::PopulateSceneList() .AutoHeight() [ SNew(STextBlock) - .Text(FText::FromString(CurrentLevelFilter.IsEmpty() ? TEXT("No saved scenes") : FString::Printf(TEXT("No scenes for '%s'"), *CurrentLevelFilter))) + .Text(FText::FromString(CurrentLevelFilter.IsEmpty() ? TEXT("No saved scenarios") : FString::Printf(TEXT("No scenarios for '%s'"), *CurrentLevelFilter))) .Font(FCoreStyle::GetDefaultFontStyle("Italic", 9)) .ColorAndOpacity(FLinearColor(0.5f, 0.5f, 0.5f)) ]; diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.h b/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.h index 5942fd8..f59a16b 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.h +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/UI/Widgets/PS_Editor_MainWidget.h @@ -71,7 +71,9 @@ private: // Scene save/load TSharedPtr SaveNameField; TSharedPtr SceneListContainer; - TSharedPtr LevelFilterText; + TSharedPtr>> BaseLevelCombo; + TArray> BaseLevelOptions; + TSharedPtr BaseLevelComboText; FString CurrentLevelFilter; TArray> CachedBrushes;