- PostProcessComponent on Pawn (unbound, applies to entire scene)
- Auto-loads M_PS_Editor_SelectionOutline material at BeginPlay
- Removed debug bounding box from Tick
- Custom depth stencil already toggled on selected actors
- Material needs to be created in UE editor (edge detection on CustomStencil)
- Instructions: use TexCoord + Constant2Vector offsets for 4-neighbor sampling
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Spawn System:
- SpawnableComponent: marker component for Blueprint actors (name, category, thumbnail)
- SpawnCatalog DataAsset: lists all spawnable Blueprints with Factory for easy creation
- SpawnManager: loads catalog, spawns actors in front of camera, ensures Movable mobility
- Reads metadata from Blueprint component templates (no temp spawn needed)
Catalogue UI:
- Left panel with scrollable list grouped by category
- Thumbnail cards (80x80) with name below, click to spawn
- "Capture All Thumbnails" button on DataAsset: auto-generates from UE thumbnails
Undo/Redo improvements:
- SpawnAction: undo hides spawned actor, redo shows it
- Delete confirmation dialog (Yes/No) before soft-delete
- Undo/redo auto-deselects hidden actors and refreshes gizmo
- Proper cleanup of hidden actors when actions pruned from stack
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Runtime editor plugin with UE viewport-style camera controls:
- ZQSD/Arrows movement (always active), E/A for up/down
- LMB: pan (horizontal move + yaw), RMB: free fly look
- Alt+LMB / MMB: orbit around focal point, scroll: zoom
- HUD with controls help, cursor auto-hide during camera ops
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>