Commit Graph

66 Commits

Author SHA1 Message Date
50087e5dfb Add runtime property editing, scene outliner, and spawned-only selection
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>
2026-04-11 21:15:07 +02:00
11945e90d2 Add duplicate (Ctrl+D) and copy/paste (Ctrl+C/V) with undo support
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>
2026-04-11 13:08:13 +02:00
b33b7cf9d3 Revert rotation to simple perpendicular approach
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>
2026-04-11 12:46:49 +02:00
8dba2ab0fc Add World/Local space toggle, snap system, and gizmo polish
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>
2026-04-11 12:45:12 +02:00
48505bfb82 Add rotation arc rings, scale cubes, and gizmo improvements
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>
2026-04-11 11:47:03 +02:00
03c79a2610 Add auto-generated selection outline post-process and gizmo polish
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>
2026-04-11 10:36:53 +02:00
5be3a777f9 Add selection outline post-process setup (material pending)
- 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>
2026-04-10 21:28:24 +02:00
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
ccb154c44f Add undo/redo system, properties panel, and toolbar UI
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>
2026-04-10 19:11:40 +02:00
20017ff3fd Add snap to ground, screen-space rotate/scale, and input refinements
- 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>
2026-04-10 18:49:04 +02:00
30c0078a1d Add rotate/scale gizmo modes, hotkeys, and delete
- 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>
2026-04-10 15:47:20 +02:00
7884d1de59 Add gizmo drag interaction and hover highlighting
- 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>
2026-04-10 15:31:40 +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
cf1e2f8ccf Add .gitignore for plugin build artifacts and remove tracked binaries
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 12:34:42 +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