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>
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>
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>
- 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>
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>