Commit Graph

4 Commits

Author SHA1 Message Date
36b04bee61 Add Phase 4: JSON scene save/load system
Serialization:
- SceneData USTRUCT with Version, SceneName, Timestamp, Actors array
- ActorData: ClassPath, Location, Rotation, Scale per spawned actor
- SceneSerializer: SaveScene/LoadScene/ClearScene/GetSavedSceneNames
- Files stored in Saved/PS_Editor/Scenes/{name}.json
- Uses FJsonObjectConverter for clean USTRUCT-to-JSON conversion

SpawnManager:
- Tracks all spawned actors in SpawnedActors array
- SpawnActorDirect: spawn from class/transform (used by scene loading)
- DestroyAllSpawnedActors: clean scene clear

UI:
- Save field + button in toolbar area
- New Scene button to clear all spawned actors
- Saved scenes list with click-to-load
- Auto-refreshes scene list after save
- Clears selection on load/new

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 20:31:15 +02:00
9f1604f57c Add Phase 3: object spawn system with catalogue UI
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>
2026-04-10 20:17:57 +02:00
8b2609669f Add Phase 2 selection system and translate gizmo
- Click-to-select with raycast (Movable actors only)
- Ctrl+click for multi-select, click empty to deselect
- Click vs drag detection (pixel threshold) to avoid accidental selection
- SelectionManager owned by PlayerController with OnSelectionChanged delegate
- Custom depth stencil toggling on selected actors
- Debug bounding box visualization for selection
- Custom translate gizmo actor with colored arrows (R/G/B) and cone tips
- Gizmo renders on top of scene (SDPG_Foreground + Translucent depth test disabled)
- Constant screen-size gizmo scaling based on camera distance
- Unlit gizmo material with Color vector parameter (M_PS_Editor_Gizmo)
- r.CustomDepth=3 enabled for future outline post-process

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 15:06:11 +02:00
b089a20512 Add PS_Editor plugin Phase 1: GameMode + Camera navigation
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>
2026-04-10 12:33:55 +02:00