diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_ChildMovable.h b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_ChildMovable.h index 67b45cb..5452f57 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_ChildMovable.h +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_ChildMovable.h @@ -25,47 +25,47 @@ class PS_EDITOR_API IPS_Editor_ChildMovable public: /** Number of movable sub-elements. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") int32 GetMovableChildCount() const; /** World location of the sub-element at the given index. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") FVector GetChildLocation(int32 Index) const; /** Move the sub-element at the given index to a new world position. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") void MoveChild(int32 Index, const FVector& NewWorldPosition); /** Return all sub-element positions (used for undo snapshots). */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") TArray GetAllChildLocations() const; /** Restore all sub-element positions (used for undo). */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") void SetAllChildLocations(const TArray& Positions); /** Index of the sub-element under the cursor ray (-1 if none). * Implement with sphere-ray intersection or any hit detection that suits your visuals. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") int32 GetChildIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection) const; /** Show or hide visual handles for the sub-elements. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") void SetChildHandlesVisible(bool bVisible); /** Highlight a specific sub-element (e.g. change handle color). */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") void HighlightChild(int32 Index); /** Clear all sub-element highlights. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") void ClearChildHighlight(); /** Export sub-element positions to the CustomProperties map for scene saving. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") void ExportChildLocations(TMap& OutProperties) const; /** Import sub-element positions from the CustomProperties map on scene load. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable") void ImportChildLocations(const TMap& Properties); }; diff --git a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_EditableInterface.h b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_EditableInterface.h index c5d9f67..b1f7a88 100644 --- a/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_EditableInterface.h +++ b/Unreal/Plugins/PS_Editor/Source/PS_Editor/Spawn/PS_Editor_EditableInterface.h @@ -51,21 +51,21 @@ public: * The new value is already applied when this is called. * @param PropertyPath The property that changed (e.g. "CharacterType" or "MyComponent.SomeProperty"). */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") void OnEditorPropertyChanged(const FString& PropertyPath); /** * Called when a property with bNeedsReinit is changed. * The new value is already applied. Use this to re-run initialization logic. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") void OnEditorNeedsReinit(); /** * Called on the NEW actor after a respawn triggered by bNeedsRespawn. * All properties have been applied. Use this for post-respawn setup. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") void OnEditorNeedsRespawn(); /** @@ -73,7 +73,7 @@ public: * Fires both in editor (SceneSerializer) and in gameplay (SceneLoader). * Use this to re-initialize your actor based on the loaded property values. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") void OnPropertiesLoaded(); /** @@ -81,7 +81,7 @@ public: * Use this to show/hide editor-only helpers (VR guides, placement aids, debug visuals, etc.). * @param bIsEditing True when entering edit mode, false when leaving (Play, return to game). */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") void OnEditorModeChanged(bool bIsEditing); /** @@ -90,7 +90,7 @@ public: * the hood). Use this to kick off behaviour that should only happen while AI is live * (spawn FX, reset state counters, unlock input, etc.). */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") void OnEditorSimulateStart(); /** @@ -102,7 +102,7 @@ public: * Timing: fires at the "AI cut" moment, AFTER any grace period the timeline applied * (typically 500ms after Stop was clicked). BT is still live but about to be disabled. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") void OnEditorSimulateStop(); /** @@ -130,7 +130,7 @@ public: * event still fires + grace period still granted) * Does NOT fire for direct StopSimulation calls (rare — e.g. forced editor close). */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") void OnEditorBeforeSimulateStop(); /** @@ -138,7 +138,7 @@ public: * Use this to update visuals dynamically based on property changes, animate helpers, etc. * @param DeltaTime Time since last frame. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") void OnEditorTick(float DeltaTime); /** @@ -150,7 +150,7 @@ public: * @return List of option strings. Empty = use default widget / fall through to the * structured variant below. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") TArray GetCustomOptionsForProperty(const FString& PropertyPath) const; /** @@ -164,7 +164,7 @@ public: * @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType"). * @return List of display/value pairs. Empty = fall back to the flat-string variant. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") TArray GetCustomOptionsWithValuesForProperty(const FString& PropertyPath) const; /** @@ -185,6 +185,6 @@ public: * @param PropertyPath The property path (e.g. "Weapon" or "MyComponent.WeaponType"). * @return DisplayName to show in the combo, or empty string to fall back. */ - UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS_Editor") + UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Editable") FString GetCurrentDisplayForProperty(const FString& PropertyPath) const; };