Standalone editor: scenario workflow, BaseLevel combo, ReturnToEditor
Editor workflow: - Removed auto-detection of BaseLevel (strip _Editor). Editor is standalone. - User selects BaseLevel from ComboBox (populated from MasterCatalog.BaseLevels) - "None" option for editing without a base level - Selecting BaseLevel: clears current scenario, hides persistent level actors, loads sublevel. Selecting "None" restores persistent level actors. UI terminology: Scene → Scenario (save field, buttons, notifications) GameInstanceSubsystem: - Renamed PendingSceneName → PendingScenarioName - Added LastEditedScenarioName/LastEditedBaseLevel (persist after Consume) - SetPendingScenario() stores in both Pending and LastEdited - ReturnToEditor() restores Pending from LastEdited, opens editor map - EditorMapName auto-saved on first Play, used by ReturnToEditor - OpenEditor() / ReturnToEditor() callable from gameplay BP Play button: resets input mode before OpenLevel (fixes cursor in FirstPerson GM) Test assets: FirstPerson template for testing Play/ReturnToEditor flow Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Unreal/Content/FirstPerson/Blueprints/BP_Pickup_Rifle.uasset
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Unreal/Content/FirstPerson/Blueprints/BP_Weapon_Component.uasset
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