New UWorldSubsystem + FTickableGameObject drives per-property keyframe
animation in both the runtime editor and real gameplay (server-side,
replicated to clients via standard UE property replication). Tightly
coupled with Simulate: Play/Pause/Stop also start/stop AI.
Highlights:
- bAnimatable flag on EditablePropertyEntry gates which properties get
a "+" keyframe button in the runtime editor
- FGuid-based actor IDs in the timeline subsystem survive save/load
- Custom Slate widgets replace SSlider/SButton for pixel-perfect
alignment between the scrub bar handle and keyframe dots
- Click a key = select actor + seek; drag moves it; Del removes it
- Active key highlighted green; selected key white; auto-deselect when
the cursor leaves the key time
- Scenes loaded via the standalone SceneLoader auto-play in gameplay;
SceneSerializer pushes timeline data into the subsystem on load
- SceneData v3 -> v4 (Timeline + per-actor ActorId); legacy scenes
load cleanly with empty timeline + regenerated GUIDs
- "Unfiled" scenes no longer try to load a bogus sublevel (loading
screen no longer gets stuck); LoadBaseLevelAsSublevel now has a
safety net that hides the overlay if LoadLevelInstance fails
- TryLoadClass via FSoftClassPath fixes the intermittent "actors
disappear on first load" bug (BP class cold-load race)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- All UFUNCTION/UPROPERTY Category prefix changed from "PS Editor" to "ASTERION|PS_Editor"
- Components ClassGroup changed to "ASTERION|PS Editor" (sub-hierarchy in Add Component menu)
- Create Spawnable Blueprint: defer asset loading until menu click
(was loading all meshes on right-click, causing 30s freeze)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Disable tick on both Pawn and AIController when not simulating
- Stops BT, perception, gaze, and all per-frame logic
- Simulate mode re-enables tick + RestartLogic on all spawned pawns
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add per-base-level Catalogs to FPS_Editor_BaseLevelEntry, merged with global
catalogs when the base level is loaded
- Add SpawnManager::ClearCatalogs() and rebuild on LoadBaseLevelAsSublevel
- Move scenarios storage to C:/Asterion_VR/SCENARIOS/{LevelName}/ for easy
transfer between client PCs; avoids name conflicts via level subdirectories
- Add GetSceneFilePathForLevel and refactor GetSavedSceneNames to scan subdirs
- Change scenario file extension from .json to .pss with .json legacy fallback
- Add content browser tool: right-click StaticMesh/SkeletalMesh → PS Editor
section → Create Spawnable Blueprint (generates BP with mesh component,
SpawnableComponent with pre-filled DisplayName, and EditableComponent)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add AdditionalSublevels to FPS_Editor_BaseLevelEntry for always-loaded
streaming levels that aren't auto-loaded when base level is a sublevel
- Add LoadBaseLevelAsSublevel overload with ExtraSublevels parameter
- Add GetCustomOptionsForProperty to IPS_Editor_EditableInterface for
data-driven dropdowns (e.g. weapon lists from DataTables)
- Add custom options combo in property panel (interface-driven, no CachedEnum)
- Add BaseLevel selection highlight: selected card stays highlighted until
validate or change
- Fix deferred lightmap refresh with 0.5s timer instead of NextTick
- Fix enum detection scope error in RebuildDynamicProperties
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add IPS_Editor_ChildMovable interface for per-child editing of sub-elements
(VR placement spots, etc.) with full gizmo, undo, and serialization support
- Add "Edit Children" button in toolbar when a ChildMovable actor is selected
- Add bPreload tag on SpawnableComponent for briefing/placement phase actors
- Add EPS_Editor_SceneLoadFilter enum (All, PreloadOnly, ExcludePreload) to
LoadScene for selective loading of preload vs gameplay actors
- Add bPreload field to FPS_Editor_ActorData for JSON persistence
- Add static IsInEditorMode() getter on SceneLoader (BlueprintPure)
- Add Level::InitializeRenderingResources() call on sublevel load for lightmaps
- Update Pawn, PlayerController, UndoManager, SceneSerializer, SceneLoader,
MainWidget to support ChildMovable alongside existing SplineEditable
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add Thumbnail field to FPS_Editor_BaseLevelEntry (UTexture2D)
- Replace BaseLevel combo box with button that opens a selection popup
- Popup displays base levels in a 3-column grid with thumbnails (2:1 ratio)
- Validate/Cancel buttons to confirm or dismiss selection
- Gray placeholder shown for entries without thumbnail
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Simulate button (orange) toggles AI on/off in editor
- StartSimulation: saves all actor transforms, RestartLogic on all BrainComponents
- StopSimulation: StopLogic on all BrainComponents, restores saved transforms
- Save blocked during simulation with help bar message
- AI auto-stopped per-pawn on spawn in editor (deferred next tick for AIController)
- SceneSerializer also stops AI on loaded pawns
- AIModule added to Build.cs dependencies
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- ScheduleNetworkRebuild() called after AddPoint, RemovePoint, SetAllPointLocations
- 0.5s debounce timer avoids redundant rebuilds during rapid editing
- AI NPCs now detect and follow splines placed in the editor immediately
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- After ImportText, automatically call the property's RepNotifyFunc via reflection
- ForceNetUpdate ensures replication to clients (OnRep fires on both server and client)
- No BP changes needed — fully transparent for replicated properties
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Refactor spline system to use IPS_Editor_SplineEditable interface:
- New interface in Spline/PS_Editor_SplineEditable.h with all editing methods
- APS_Editor_SplineActor and APS_BehaviorEditor_AISpline both implement it
- All ~40 Cast<APS_Editor_SplineActor> replaced with Cast<IPS_Editor_SplineEditable>
- UndoManager SplinePointAction uses TWeakObjectPtr<AActor> + interface cast
- Any actor implementing the interface works with full editor spline editing
Spline visibility:
- SetVisualizationVisible() hides tube/handles/cube in gameplay (data stays for AI)
- SceneLoader calls it when stripping editor components
- SplineMatOccluded material added (unused for now, PP occlusion planned)
Other improvements:
- Snap spline CP to ground on placement (downward raytrace)
- Play button works without BaseLevel (uses current editor map)
- AISpline triggers SplineNetwork::RebuildNetwork on BeginPlay (next tick)
- PS_BehaviorEditor marked EnabledByDefault: false (only active in PROSERVE)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
New plugin that bridges PS_Editor and PS_AI_Behavior:
- APS_BehaviorEditor_AISpline inherits from APS_AI_Behavior_SplinePath
(detected by SplineNetwork, usable by BT tasks)
- Implements IPS_Editor_PointPlaceable (click-to-place flow)
- Full tube visualization + handles (adapted from PS_Editor_SplineActor)
- SpawnableComponent (catalogue category "AI") + EditableComponent
- Editable AI properties: SplineCategory, bBidirectional, SplineWalkSpeed, Priority
- Custom serialization for spline points + AI properties
- No modifications to PS_Editor or PS_AI_Behavior plugins
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add loading overlay (black background + "Loading..." text) behind UI panels
- Overlay starts visible by default, hidden in NativeConstruct if no sublevel
- CameraFade to black before sublevel load, with deferred fallback for BeginPlay
- 2s delay after OnLevelShown before starting 2s fade-in from black
- ShowLoadingScreen helper on PlayerController via HUD->MainWidget
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- IsLoadingFromScene uses a simple static bool flag active during spawn loop
- Works server-side only (client relies on its own property replication)
- Removed replicated bLoadedFromScene/bPropertiesReady from SpawnableComponent
- Removed Multicast RPC and SetIsReplicatedByDefault (unnecessary complexity)
- SceneSerializer sets bIsCurrentlyLoading during load for consistent behavior
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add close button (X) in title bar with save confirmation overlay
- Add OnEditorClosed delegate on PlayerController (BP-bindable)
- Add OnPropertiesLoaded event to EditableInterface (fires after scene load)
- Add IsLoadingFromScene() helper for BP BeginPlay skip pattern
- ComputeSpawnLocation now raycasts to avoid spawning through floors
- Track dirty state for save confirmation on close
- Scene load uses PS_Editor_Loading tag via CustomPreSpawnInitalization
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add IPS_Editor_EditableInterface with events: OnEditorPropertyChanged,
OnEditorNeedsReinit, OnEditorNeedsRespawn, OnEditorModeChanged, OnEditorTick
- Add FPS_Editor_EditablePropertyEntry struct replacing separate property/display/respawn lists
with unified Path + DisplayName + bNeedsReinit + bNeedsRespawn per entry
- Add enum property support in UI (SComboBox with display names)
- Add FVector2D property support in UI (X/Y fields)
- Add PS_Editor_CameraStart actor for initial camera position in base levels
- Add SpawnableComponent options: bAutoSnapToGround, bYawOnly, bUniformScaleOnly, GroundOffset
- Add bIsPlayMode to GameInstanceSubsystem for gameplay vs editor context
- Add PlayerController::Tick for editor tick dispatch to spawned actors
- Add SpawnManager::RespawnActorWithProperties, NotifyEditorModeChanged, TickEditorMode
- Fix recursive crash in ClearSelection/FinishPointPlacement loop
- Fix SScrollBox mouse wheel passthrough to camera
- Fix gizmo yaw-only: grey disabled arcs, block drag, preserve highlight
- Call OnEditorNeedsReinit after scene load (editor + gameplay) for property re-init
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Replace TArray<FString> BaseLevels with TArray<FPS_Editor_BaseLevelEntry> (DisplayName + MapPath)
so levels in subfolders (e.g. /Game/Maps/Warehouse) are found correctly
- Add BaseLevelPathMap lookup in MainWidget for Play, combo, and scene load
- Add optional MapPath parameter to LoadBaseLevelAsSublevel
- Switch all LineTrace channels from ECC_Visibility to ECC_Camera for better
compatibility with characters that have Visibility disabled
- Add W key binding as alias for Z (translate mode) for AZERTY convenience
- Disable sublevel PostProcessVolume WeightedBlendables on load to avoid
stencil conflicts with the plugin's selection outline
- Fix thumbnail generation: NeverStream + TEXTUREGROUP_UI + force alpha to 255
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Default SBorder brush is semi-transparent in PIE. Using explicit
WhiteBrush (solid 1x1 texture) ensures fully opaque panels everywhere.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Fixes inconsistency between PIE (transparent) and packaged (opaque).
All SBorder BackgroundColor alpha changed from 0.85 to 1.0.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
OpenLevel("test") was resolving to the streamed sublevel instance
(test_LevelInstance_5) instead of the actual map. Fix:
- Unload sublevel via LoadBaseLevelAsSublevel("None") before OpenLevel
- Use full path "/Game/{BaseLevel}" to avoid ambiguity
Also: all widget lambdas now get SpawnManager/SceneSerializer fresh from
PlayerController (critical fix for packaged builds where weak ptrs are null).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Critical fixes for packaged builds:
- Widget weak ptrs (SpawnManager/SceneSerializer) are null in packaged due to
HUD deferred init. All button lambdas now get references fresh from
PlayerController via GetOwningPlayer() cast instead of cached weak ptrs.
- HUD BeginPlay deferred by one tick (SetTimerForNextTick) to ensure
PlayerController has initialized SpawnManager before wiring.
Module split:
- Factories moved to separate PS_EditorTools module (Type: Editor)
to fix UHT error with UFactory in packaging builds.
- PS_Editor module no longer depends on UnrealEd for factories.
Asset references:
- TSoftObjectPtr/TSoftClassPtr changed to TObjectPtr/TSubclassOf for
MasterCatalog, SpawnCatalogs, and ActorClass entries. Hard references
ensure assets are cooked in packaged builds.
Other fixes:
- GetActorLabel() replaced with GetClass()->GetName() (editor-only API)
- Missing brace in Browse dialog BaseLevel sync code
- BaseLevel sync only when scenario specifies a LevelName (no more clearing on empty)
- Save As dialog with native Windows file picker
- Debug info in catalog UI when empty (shows chain: Master→Catalogs→Entries)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- SceneSerializer created before subsystem check (was nullptr crash)
- ComboBox OnSelectionChanged ignores ESelectInfo::Direct (programmatic)
to prevent NativeConstruct from clearing the just-loaded scenario
- SaveNameField restored from LastEditedScenarioName on return
- Added ReturnToEditor/OpenEditor to GameInstanceSubsystem
- EditorMapName auto-saved on Play for return navigation
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
Architecture for single editor map workflow:
- MasterCatalog.BaseLevels lists available base levels
- BaseLevel selector in UI (cycle button) loads selected level as sublevel
- Sublevel provides visual context only — save/load only touches PS_Editor objects
- No auto-load at startup: user picks via UI or PROSERVE sets via subsystem
GameInstanceSubsystem (survives OpenLevel):
- PendingSceneName + PendingBaseLevel set by PROSERVE before opening editor
- Editor reads them at BeginPlay: loads sublevel + scene automatically
- ConsumePendingScene() for gameplay side to read and clear
Play button:
- Auto-saves current scene
- Stores scene name in GameInstanceSubsystem
- Opens the BaseLevel via OpenLevel
SceneLoader:
- bStripEditorComponents parameter (default true) removes Spawnable/Editable
components after load for clean gameplay actors
SceneData v3: LevelName field associates scenes with base levels.
Scene list filtered by selected BaseLevel.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
PlayerController gets a BaseLevelNameOverride property. When set (e.g. "Warehouse"),
scenes are tagged with that level name instead of the auto-detected map name.
Use case: editing on "Warehouse_Editor" map but scenes should be associated
with the "Warehouse" base level for PROSERVE runtime loading.
Save, load list, and scene filtering all respect this override.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
SceneData now includes LevelName field (auto-detected from current map on save).
Version bumped to 3. Backward compatible (empty LevelName for old files).
SceneLoader:
- GetSavedSceneNames(LevelFilter) filters by associated level
- GetSceneLevelName() reads level association without full parse
- GetSavedSceneNamesForCurrentLevel() convenience for game code
Editor UI:
- Scene list grouped: "This level" (highlighted) + "Other levels" (dimmed)
- Shows current level name above the list
PROSERVE integration pattern:
// List scenarios for current level
auto Scenes = UPS_Editor_SceneLoader::GetSavedSceneNamesForCurrentLevel(this);
// Load a specific scenario
UPS_Editor_SceneLoader::LoadScene(this, "Scenario_A", OutActors);
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
UPS_Editor_SceneLoader is a BlueprintFunctionLibrary that loads PS_Editor
JSON scenes without any editor infrastructure (no PlayerController, Gizmo,
SelectionManager, or UI required).
Usage from any GameMode:
TArray<AActor*> Actors;
UPS_Editor_SceneLoader::LoadScene(this, "MyScene", Actors);
Handles: class loading (BP + C++), transforms, custom editable properties
via reflection (ImportText), and spline point data. All functions are
BlueprintCallable for BP GameMode usage.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Major UX simplification:
- Removed SplineEditing mode — single SplinePlacement mode handles both
creation and editing with identical behavior
- Actor spawned and tracked on first click (no "finish" step needed)
- Each point add/insert/move has individual undo
- Right-click always = camera fly (no special handling during creation)
- Escape/Done just exits edit mode, nothing to "finish"
Catalog system:
- MasterCatalog DataAsset groups multiple SpawnCatalogs (Tools, Characters, Props)
- PlayerController references one MasterCatalog instead of single catalog
- SpawnManager.AddCatalog() loads sub-catalogs incrementally
- Factory for MasterCatalog creation in Content Browser
Spline polish:
- SplineActor has built-in SpawnableComponent + EditableComponent
- SplineColor/SplineSelectedColor/SplineTag as UPROPERTY for BP variants
- All spline point operations use World coordinate space (fixes snap-to-ground)
- Snap-to-ground ignores gizmo actor (was hitting gizmo guide lines)
- Tube mesh collision forced with UpdateBounds after CreateMeshSection
- Tube insert and handle selection include active placement actor (not just selected)
- Notification bar shows contextual Delete Point button when CP selected
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Architecture:
- New IPS_Editor_PointPlaceable interface for any actor using click-to-place-
points placement. Decouples the placement system from SplineActor so future
actors (patrol routes, area polygons) can reuse the same flow.
- SplineActor implements the interface. BP subclasses with SpawnableComponent
appear in the catalog and automatically enter placement mode when spawned.
- PlayerController methods renamed: BeginPointPlacement/FinishPointPlacement/
CancelPointPlacement (generic, interface-driven).
Features added:
- SplineColor, SplineSelectedColor, SplineTag as UPROPERTY for BP overrides
- UpdateSplineMaterials() for runtime color changes
- Tube visualization (8-segment cylinder) replacing cross-ribbon
- Spline editing mode with Edit/Done buttons in notification bar
- Delete spline point (Del key or Delete Point button, min 2 points)
- Insert point by clicking on tube mesh in edit mode
- Snap spline point to ground (End key)
- Append points to existing spline (S key or catalog when spline selected)
- Notification bar: contextual messages and buttons per mode
- Auto-generated M_PS_Editor_SplineLine material (unlit opaque, depth tested)
- Material swap: opaque when deselected, no-depth-test when selected
- Serialization of SplineColor/SplineTag in CustomProperties
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Spline placement: New Spline button (S key) enters placement mode where clicks
add control points. Right-click/Enter finishes, Escape cancels. Min 2 points.
Spline visualization as cross-shaped quad strip (vertical + horizontal ribbons).
Point editing: select spline to show handles, click a handle to position gizmo
on it, then use translate gizmo to move individual points. Undo supported via
full-state snapshots (SplinePointAction).
Visual feedback: auto-generated M_PS_Editor_SplineLine material (unlit opaque
with depth test) for normal state. Gizmo material (no depth test) for selected
state. Center cube at centroid for whole-spline selection. Handles highlight
on selection.
Serialization: spline points exported to CustomProperties (PointCount + Point_N).
C++ class fallback via FindObject for LoadScene. Spline appears in scene outliner.
Still WIP: depth material swap on selection, serialization edge cases, and
point editing polish to be refined.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Property Editing:
- New EditableComponent with two-step dropdown (Select Component → Add Property)
to declare which properties are exposed in the runtime editor
- Dynamic property panel below Transform: supports float, bool, string, FVector,
FRotator, FLinearColor with per-tick refresh and keyboard focus guard
- PropertyAction undo/redo via ExportText/ImportText reflection
- Custom properties serialized to JSON (TMap in ActorData, version 2)
- Copy/paste/duplicate propagate custom property values
Scene Outliner:
- Scrollable list of spawned actors in the right panel
- Click to select, selected actor highlighted in blue
- Auto-refreshes when actors are added/removed
Selection Filter:
- Only actors spawned by the editor (catalogue, duplicate, paste, load)
are selectable — static scene geometry is no longer clickable
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Duplicate clones selected actors with a small offset and selects the copies.
Copy stores actor class and relative transforms in an internal clipboard.
Paste spawns clipboard contents in front of the camera preserving relative positions.
All operations are tracked by SpawnManager and fully undoable/redoable.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The magnitude+sign approach caused confusing direction changes.
Back to perpendicular-only: only the mouse axis perpendicular to
the projected rotation axis drives rotation.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
World/Local:
- Toggle button in toolbar (World/Local)
- Local mode: translate/rotate gizmo aligns with actor's local axes
- Rotation arcs dynamically follow local orientation during drag
- Scale always in local space
- RefreshGizmoOrientation after every drag completion
Snap System:
- Toggle button + configurable value field in toolbar
- Translation: snaps displacement along axis (no world-grid staircase)
- Rotation: snaps accumulated angle to nearest increment
- Scale: snaps scale values
Rotation improvements:
- Screen-space direction with magnitude-based speed (all mouse axes contribute)
- Fixed axis direction stored at drag start (prevents feedback loop)
- Smooth fallback when camera looks along rotation axis
- Keyboard shortcuts: Z/E/R (AZERTY convention)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Rotation gizmo:
- Quarter-arc rings via UProceduralMeshComponent (3D solid with depth)
- Dynamic arc facing: arcs flip to face camera based on octant
- Grey guide lines from center to arc endpoints
- Screen-space rotation direction (correct from any camera angle)
Scale gizmo:
- Arrow shafts + cube tips for per-axis scale
- Center cube (grey) for uniform XYZ scale
- Local space orientation (gizmo aligns with actor rotation)
Other:
- Runtime confirmation dialog (replaces FMessageDialog)
- ProceduralMeshComponent plugin dependency added
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Selection Outline:
- Post-process material auto-generated in C++ (no manual UE editor work)
- 8-neighbor edge detection on CustomStencil buffer
- Dynamic pixel-accurate offsets via SceneTexture InvSize (any resolution/ratio)
- Lerp blending (no overexposure), color AF1500, 1px thickness
- BL_SceneColorAfterDOF placement (before TAA, matches stencil resolution)
- Deferred creation via OnPostEngineInit (no startup crash)
- Material saved as persistent .uasset, loaded at runtime
Gizmo Polish:
- Arrow shaft thickness halved (0.03), cone tips halved (0.075x0.1)
- Gizmo stays at initial position during rotation/scale (no jitter)
- Gizmo follows selection during translation
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- 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>
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>
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>
Undo/Redo:
- Custom runtime UndoManager (UE transaction system is editor-only)
- Ctrl+Z / Ctrl+Y hotkeys, action stack with 50 history limit
- Records: gizmo translate/rotate/scale, snap to ground, UI edits
- Soft-delete on Delete key (hide actor, undo restores it)
- Gizmo follows restored position on undo/redo
UI:
- Properties panel (right side): editable Location/Rotation/Scale fields
- Real-time updates during gizmo drag, manual input with Enter to apply
- Toolbar: Translate(E)/Rotate(R)/Scale(T) buttons + Snap Ground
- Mode indicator in title bar, updated help text with all shortcuts
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- End key snaps selected actors to ground (downward trace + bounds offset)
- Rotate/Scale now use screen-space mouse delta (X+Y combined) for intuitive control
- Accumulator-based drag for smooth incremental rotation and scaling
- Fixed rotation drag plane (perpendicular to axis instead of parallel)
- Movement: arrows + A (up) / Q (down), letter keys freed for hotkeys
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- E/R/T hotkeys to switch Translate/Rotate/Scale modes
- Rotate: drag gizmo axis to rotate selection around that axis
- Scale: drag gizmo axis to scale selection on that axis
- Delete key to destroy selected actors
- Movement keys: arrows only + A (up) / Q (down)
- Removed ZQSD movement to free letter keys for hotkeys
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Click+drag on gizmo arrows to translate selected actors along axis
- Drag plane computation based on axis direction and camera orientation
- Axis-constrained movement with initial transform preservation
- Hover highlighting: gizmo arrows turn yellow on mouse-over
- Sphere sweep for easier gizmo clicking (generous hit radius)
- UE editor-style gizmo colors (dark red/green/blue)
- Fixed gizmo visibility toggle (component-level instead of actor-level)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- 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>