Bug Fix
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@@ -18,8 +18,11 @@ APS_Editor_MandatoryAnchor::APS_Editor_MandatoryAnchor()
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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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// Target-point icon — clearly distinct from APS_Editor_CameraStart's note icon.
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// (Engine/EditorResources/S_Pivot does not exist in UE 5.5 — using S_TargetPoint instead,
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// which fits the "positional anchor marker" semantic and avoids the cook-time
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// "Failed to find /Engine/EditorResources/S_Pivot" CDO error.)
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static ConstructorHelpers::FObjectFinder<UTexture2D> IconFinder(TEXT("/Engine/EditorResources/S_TargetPoint"));
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if (IconFinder.Succeeded())
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{
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SpriteComponent->SetSprite(IconFinder.Object);
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@@ -185,6 +185,19 @@ void FPS_Editor_BlueprintFromMesh::CreateBlueprintForAsset(UObject* MeshAsset)
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USCS_Node* EditableNode = SCS->CreateNode(UPS_Editor_EditableComponent::StaticClass(), FName("PS_Editor_Editable"));
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SCS->AddNode(EditableNode);
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// Enable replication on the generated BP — without it the actor is server-local only and
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// clients never see it spawn. SetReplicates() is the public path (the bReplicates field
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// itself is protected). SetReplicateMovement is paired so any server-side transform change
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// (timeline keyframe, scripted move) propagates to clients.
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if (UClass* GeneratedClass = Blueprint->GeneratedClass)
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{
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if (AActor* CDO = Cast<AActor>(GeneratedClass->GetDefaultObject()))
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{
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CDO->SetReplicates(true);
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CDO->SetReplicateMovement(true);
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}
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}
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// Compile and save
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FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(Blueprint);
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FKismetEditorUtilities::CompileBlueprint(Blueprint);
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