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>
This commit is contained in:
2026-04-12 16:12:10 +02:00
parent 472811b858
commit 9c43fd523a
170 changed files with 175 additions and 82 deletions

View File

@@ -10,9 +10,9 @@ r.AllowStaticLighting=False
r.GenerateMeshDistanceFields=True r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1 r.DynamicGlobalIlluminationMethod=0
r.ReflectionMethod=1 r.ReflectionMethod=0
r.SkinCache.CompileShaders=True r.SkinCache.CompileShaders=True

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