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Author SHA1 Message Date
b08b17d762 Add PS_Editor user documentation (PPTX + PDF)
20-slide presentation covering:
- Plugin architecture (3 modules)
- Main features overview
- Getting started / setup
- Editor UI and workflows
- Spawn catalog, selection, properties
- Splines (generic + AI)
- Scene save/load, base level selection
- Simulate mode, Play & return
- Blueprint interface events
- Network replication
- Keyboard shortcuts & best practices

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-17 16:30:08 +02:00
4354b8c96e Group all BP categories/components under ASTERION|PS_Editor + fix Content Browser freeze
- 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>
2026-04-17 16:29:41 +02:00
cd43ae6adc Fully disable AI in editor mode via SetActorTickEnabled
- 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>
2026-04-17 14:38:25 +02:00
19 changed files with 95 additions and 83 deletions

View File

@@ -57,7 +57,7 @@ public:
virtual void UpdateVisualization() override;
UFUNCTION(BlueprintCallable, Category = "PS Editor|Spline")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Spline")
virtual void UpdateSplineMaterials() override;
// ---- Handle interaction (IPS_Editor_SplineEditable) ----

View File

@@ -20,11 +20,11 @@ public:
#if WITH_EDITORONLY_DATA
protected:
/** Icon visible in the editor viewport. Override the sprite in a derived Blueprint if needed. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
TObjectPtr<class UBillboardComponent> SpriteComponent;
/** Arrow showing the view direction in the editor viewport. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
TObjectPtr<class UArrowComponent> ArrowComponent;
#endif
};

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@@ -18,41 +18,41 @@ class PS_EDITOR_API UPS_Editor_GameInstanceSubsystem : public UGameInstanceSubsy
public:
/** Scenario name to load on the next level. Set by PROSERVE or Play button, consumed on load. */
UPROPERTY(BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(BlueprintReadWrite, Category = "ASTERION|PS_Editor")
FString PendingScenarioName;
/** Base level name associated with the pending scenario. */
UPROPERTY(BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(BlueprintReadWrite, Category = "ASTERION|PS_Editor")
FString PendingBaseLevel;
/** Last scenario/base level edited. Persists after consume — used by ReturnToEditor. */
UPROPERTY(BlueprintReadOnly, Category = "PS Editor")
UPROPERTY(BlueprintReadOnly, Category = "ASTERION|PS_Editor")
FString LastEditedScenarioName;
UPROPERTY(BlueprintReadOnly, Category = "PS Editor")
UPROPERTY(BlueprintReadOnly, Category = "ASTERION|PS_Editor")
FString LastEditedBaseLevel;
/** Name of the editor map to return to. Set this once at startup. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
FString EditorMapName;
/** True when the Play button was pressed (gameplay mode). False when just loading/editing a scenario. */
UPROPERTY(BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(BlueprintReadWrite, Category = "ASTERION|PS_Editor")
bool bIsPlayMode = false;
/** Set pending scenario + base level (for opening the editor or gameplay). */
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void SetPendingScenario(const FString& ScenarioName, const FString& BaseLevel);
/** Consume the pending scenario (reads and clears). */
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
FString ConsumePendingScenario();
/** Open the editor with the current pending scenario + base level. */
UFUNCTION(BlueprintCallable, Category = "PS Editor", meta = (WorldContext = "WorldContextObject"))
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor", meta = (WorldContext = "WorldContextObject"))
void OpenEditor(const UObject* WorldContextObject);
/** Return to the editor, keeping the current base level and scenario. */
UFUNCTION(BlueprintCallable, Category = "PS Editor", meta = (WorldContext = "WorldContextObject"))
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor", meta = (WorldContext = "WorldContextObject"))
void ReturnToEditor(const UObject* WorldContextObject);
};

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@@ -17,6 +17,6 @@ public:
APS_Editor_GameMode();
/** Whether the editor is currently in edit mode (vs play/preview mode). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
bool bIsEditMode = true;
};

View File

@@ -243,8 +243,10 @@ void APS_Editor_PlayerController::StartSimulation()
{
if (APawn* P = Cast<APawn>(Weak.Get()))
{
P->SetActorTickEnabled(true);
if (AAIController* AIC = Cast<AAIController>(P->GetController()))
{
AIC->SetActorTickEnabled(true);
if (UBrainComponent* Brain = AIC->GetBrainComponent())
{
Brain->RestartLogic();
@@ -269,8 +271,10 @@ void APS_Editor_PlayerController::StopSimulation()
{
if (APawn* P = Cast<APawn>(Weak.Get()))
{
P->SetActorTickEnabled(false);
if (AAIController* AIC = Cast<AAIController>(P->GetController()))
{
AIC->SetActorTickEnabled(false);
if (UBrainComponent* Brain = AIC->GetBrainComponent())
{
Brain->StopLogic(TEXT("PS_Editor"));

View File

@@ -30,48 +30,48 @@ class PS_EDITOR_API APS_Editor_PlayerController : public APlayerController
public:
APS_Editor_PlayerController();
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
UPS_Editor_SelectionManager* GetSelectionManager() const { return SelectionManager; }
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
UPS_Editor_UndoManager* GetUndoManager() const { return UndoManager; }
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
UPS_Editor_SpawnManager* GetSpawnManager() const { return SpawnManager; }
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
UPS_Editor_SceneSerializer* GetSceneSerializer() const { return SceneSerializer; }
/** Master catalog grouping all sub-catalogs (Tools, Characters, Props...). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
TObjectPtr<UPS_Editor_MasterCatalog> MasterCatalogAsset;
/** Current base level for scene save/load filtering. Auto-detected at startup, switchable via UI. */
UPROPERTY(BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(BlueprintReadWrite, Category = "ASTERION|PS_Editor")
FString CurrentBaseLevel;
/** Fired when the editor Close button is pressed (after optional save).
* Bind this in Blueprint to override the default behavior (quit application).
* If nothing is bound, the application exits. */
UPROPERTY(BlueprintAssignable, Category = "PS Editor")
UPROPERTY(BlueprintAssignable, Category = "ASTERION|PS_Editor")
FOnEditorClosed OnEditorClosed;
/** Call to close the editor. Broadcasts OnEditorClosed; if unbound, quits the app. */
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void CloseEditor();
// ---- Simulate Mode ----
/** Start simulation: enable AI, store actor positions, disable saving. */
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void StartSimulation();
/** Stop simulation: disable AI, restore actor positions, re-enable saving. */
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void StopSimulation();
/** True while simulation is running. */
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
bool IsSimulating() const { return bSimulating; }
/** Load a base level as sublevel for visual context. Unloads previous sublevel.
@@ -80,7 +80,7 @@ public:
* If empty, LevelName is used as-is (legacy behavior).
* @param ExtraSublevels Additional sublevels to load alongside (e.g. always-loaded streaming levels).
*/
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void LoadBaseLevelAsSublevel(const FString& LevelName, const FString& MapPath, const TArray<FString>& ExtraSublevels);
/** Overload without extra sublevels. */
@@ -88,7 +88,7 @@ public:
// ---- Editor Mode (Normal / SplinePlacement) ----
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
EPS_Editor_EditorMode GetEditorMode() const { return EditorMode; }
/** Enter point-placement mode for any actor implementing IPS_Editor_PointPlaceable. */

View File

@@ -45,7 +45,7 @@ public:
* @param bStripEditorComponents If true, removes SpawnableComponent and EditableComponent after spawn (cleaner for gameplay).
* @return True if the scene was loaded successfully.
*/
UFUNCTION(BlueprintCallable, Category = "PS Editor", meta = (WorldContext = "WorldContextObject"))
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor", meta = (WorldContext = "WorldContextObject"))
static bool LoadScene(const UObject* WorldContextObject, const FString& SceneName, TArray<AActor*>& OutActors,
bool bStripEditorComponents = true, EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::All);
@@ -59,37 +59,37 @@ public:
/**
* Get the directory where scenes are stored.
*/
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
static FString GetScenesDirectory();
/**
* Get the full file path for a scene name.
*/
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
static FString GetSceneFilePath(const FString& SceneName);
/** Get the full file path for a scene name and its base level. Uses level-specific subdirectory. */
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
static FString GetSceneFilePathForLevel(const FString& SceneName, const FString& LevelName);
/**
* Get all saved scene names. Optionally filter by level name.
* @param LevelFilter If not empty, only return scenes associated with this level.
*/
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
static TArray<FString> GetSavedSceneNames(const FString& LevelFilter = TEXT(""));
/**
* Get the level name associated with a saved scene (reads the JSON header without spawning).
*/
UFUNCTION(BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
static FString GetSceneLevelName(const FString& SceneName);
/**
* Returns true while a scene is being loaded (actors are being spawned from JSON).
* Use in BeginPlay to skip default initialization — wait for OnPropertiesLoaded instead.
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS Editor")
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "ASTERION|PS_Editor")
static bool IsLoadingFromScene(const AActor* Actor);
/** Static flag: true while SceneLoader or SceneSerializer is spawning actors. */
@@ -99,13 +99,13 @@ public:
static bool bIsEditorModeActive;
/** Returns true if the PS_Editor runtime editor is currently active. Callable from any BP. */
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS Editor")
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "ASTERION|PS_Editor")
static bool IsInEditorMode() { return bIsEditorModeActive; }
/**
* Get all saved scenes for the current level.
*/
UFUNCTION(BlueprintCallable, Category = "PS Editor", meta = (WorldContext = "WorldContextObject"))
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor", meta = (WorldContext = "WorldContextObject"))
static TArray<FString> GetSavedSceneNamesForCurrentLevel(const UObject* WorldContextObject);
private:

View File

@@ -268,10 +268,12 @@ bool UPS_Editor_SceneSerializer::LoadScene(const FString& SceneName, UPS_Editor_
{
if (AAIController* AIC = Cast<AAIController>(Pawn->GetController()))
{
AIC->SetActorTickEnabled(false);
if (UBrainComponent* Brain = AIC->GetBrainComponent())
{
Brain->StopLogic(TEXT("PS_Editor"));
}
Pawn->SetActorTickEnabled(false);
}
}
});

View File

@@ -25,47 +25,47 @@ class PS_EDITOR_API IPS_Editor_ChildMovable
public:
/** Number of movable sub-elements. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
int32 GetMovableChildCount() const;
/** World location of the sub-element at the given index. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
FVector GetChildLocation(int32 Index) const;
/** Move the sub-element at the given index to a new world position. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
void MoveChild(int32 Index, const FVector& NewWorldPosition);
/** Return all sub-element positions (used for undo snapshots). */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
TArray<FVector> GetAllChildLocations() const;
/** Restore all sub-element positions (used for undo). */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
void SetAllChildLocations(const TArray<FVector>& Positions);
/** Index of the sub-element under the cursor ray (-1 if none).
* Implement with sphere-ray intersection or any hit detection that suits your visuals. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
int32 GetChildIndexUnderCursor(const FVector& RayOrigin, const FVector& RayDirection) const;
/** Show or hide visual handles for the sub-elements. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
void SetChildHandlesVisible(bool bVisible);
/** Highlight a specific sub-element (e.g. change handle color). */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
void HighlightChild(int32 Index);
/** Clear all sub-element highlights. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
void ClearChildHighlight();
/** Export sub-element positions to the CustomProperties map for scene saving. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
void ExportChildLocations(TMap<FString, FString>& OutProperties) const;
/** Import sub-element positions from the CustomProperties map on scene load. */
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor|Child Movable")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor|Child Movable")
void ImportChildLocations(const TMap<FString, FString>& Properties);
};

View File

@@ -15,25 +15,25 @@ struct FPS_Editor_EditablePropertyEntry
/**
* Property path: "ComponentName.PropertyName" or just "PropertyName" for actor-level.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
FName Path;
/** Display name override for the runtime editor UI. If empty, the property name is used. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
FString DisplayName;
/**
* If true, calls OnEditorPropertiesChanged (IPS_Editor_EditableInterface)
* after changing this property, so the actor can re-run its initialization logic.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
bool bNeedsReinit = false;
/**
* If true, the actor is destroyed and respawned with all current properties applied,
* then OnEditorPropertiesChanged is called. Use when reinit alone is not enough.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
bool bNeedsRespawn = false;
};
@@ -46,7 +46,7 @@ struct FPS_Editor_EditablePropertyEntry
* 2. Pick a property from "Add Property" (filtered to that component)
* 3. It auto-adds to "Editable Properties" as "Component.Property"
*/
UCLASS(ClassGroup = (PSEditor), meta = (BlueprintSpawnableComponent, DisplayName = "PS Editor Editable"))
UCLASS(ClassGroup = "ASTERION|PS Editor", meta = (BlueprintSpawnableComponent, DisplayName = "PS Editor Editable"))
class PS_EDITOR_API UPS_Editor_EditableComponent : public UActorComponent
{
GENERATED_BODY()

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@@ -27,21 +27,21 @@ public:
* The new value is already applied when this is called.
* @param PropertyPath The property that changed (e.g. "CharacterType" or "MyComponent.SomeProperty").
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorPropertyChanged(const FString& PropertyPath);
/**
* Called when a property with bNeedsReinit is changed.
* The new value is already applied. Use this to re-run initialization logic.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorNeedsReinit();
/**
* Called on the NEW actor after a respawn triggered by bNeedsRespawn.
* All properties have been applied. Use this for post-respawn setup.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorNeedsRespawn();
/**
@@ -49,7 +49,7 @@ public:
* Fires both in editor (SceneSerializer) and in gameplay (SceneLoader).
* Use this to re-initialize your actor based on the loaded property values.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnPropertiesLoaded();
/**
@@ -57,7 +57,7 @@ public:
* Use this to show/hide editor-only helpers (VR guides, placement aids, debug visuals, etc.).
* @param bIsEditing True when entering edit mode, false when leaving (Play, return to game).
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorModeChanged(bool bIsEditing);
/**
@@ -65,7 +65,7 @@ public:
* Use this to update visuals dynamically based on property changes, animate helpers, etc.
* @param DeltaTime Time since last frame.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorTick(float DeltaTime);
/**
@@ -75,6 +75,6 @@ public:
* @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType").
* @return List of option strings. Empty = use default widget.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "PS Editor")
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
TArray<FString> GetCustomOptionsForProperty(const FString& PropertyPath) const;
};

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@@ -14,7 +14,7 @@ struct FPS_Editor_SpawnEntry
GENERATED_BODY()
/** The Blueprint class to spawn. Must have a PS_Editor_SpawnableComponent for name/category. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
TSubclassOf<AActor> ActorClass;
};
@@ -34,12 +34,12 @@ class PS_EDITOR_API UPS_Editor_SpawnCatalog : public UPrimaryDataAsset
public:
/** List of spawnable actors. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
TArray<FPS_Editor_SpawnEntry> Entries;
#if WITH_EDITOR
/** Captures UE-generated thumbnails for all Blueprints in the catalog and assigns them to their SpawnableComponents. */
UFUNCTION(CallInEditor, Category = "PS Editor")
UFUNCTION(CallInEditor, Category = "ASTERION|PS_Editor")
void CaptureAllThumbnails();
#endif
};
@@ -55,18 +55,18 @@ struct FPS_Editor_BaseLevelEntry
GENERATED_BODY()
/** Display name shown in the editor UI and used for scene filtering. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
FString DisplayName;
/**
* Full map path used for OpenLevel and sublevel loading.
* Example: "/Game/Maps/Warehouse"
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
FString MapPath;
/** Thumbnail image shown in the BaseLevel selection popup. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
TObjectPtr<UTexture2D> Thumbnail;
/**
@@ -75,7 +75,7 @@ struct FPS_Editor_BaseLevelEntry
* but not automatically loaded when the base level is a sublevel itself.
* Full map paths, e.g. "/Game/Maps/Warehouse_Lighting"
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
TArray<FString> AdditionalSublevels;
/**
@@ -83,7 +83,7 @@ struct FPS_Editor_BaseLevelEntry
* Their entries are merged with the global catalogs (MasterCatalog::Catalogs).
* Empty = only global catalogs are shown.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
TArray<TObjectPtr<UPS_Editor_SpawnCatalog>> Catalogs;
};
@@ -99,7 +99,7 @@ class PS_EDITOR_API UPS_Editor_MasterCatalog : public UPrimaryDataAsset
public:
/** Sub-catalogs to load. Each one contributes its entries to the runtime spawn UI. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
TArray<TObjectPtr<UPS_Editor_SpawnCatalog>> Catalogs;
/**
@@ -107,6 +107,6 @@ public:
* DisplayName is used for UI display and scene filtering.
* MapPath is the full package path for OpenLevel (e.g. "/Game/Maps/Warehouse").
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS Editor")
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
TArray<FPS_Editor_BaseLevelEntry> BaseLevels;
};

View File

@@ -187,10 +187,13 @@ AActor* UPS_Editor_SpawnManager::SpawnFromCatalogAtLocation(int32 Index, FVector
{
if (AAIController* AIC = Cast<AAIController>(P->GetController()))
{
AIC->SetActorTickEnabled(false);
if (UBrainComponent* Brain = AIC->GetBrainComponent())
{
Brain->StopLogic(TEXT("PS_Editor"));
}
// Disable AI perception
P->SetActorTickEnabled(false);
}
}
});

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@@ -8,7 +8,7 @@
* Marker component for Blueprints that can be spawned via the PS_Editor catalogue.
* Add this component to any Blueprint to make it appear in the runtime spawn catalogue.
*/
UCLASS(ClassGroup = (PSEditor), meta = (BlueprintSpawnableComponent, DisplayName = "PS Editor Spawnable"))
UCLASS(ClassGroup = "ASTERION|PS Editor", meta = (BlueprintSpawnableComponent, DisplayName = "PS Editor Spawnable"))
class PS_EDITOR_API UPS_Editor_SpawnableComponent : public UActorComponent
{
GENERATED_BODY()

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@@ -29,7 +29,7 @@ public:
virtual int32 GetCurrentPointCount() const override { return GetNumPoints(); }
/** Get the underlying USplineComponent (for AI path following, etc.). */
UFUNCTION(BlueprintCallable, Category = "PS Editor|Spline")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Spline")
USplineComponent* GetSplineComponent() const { return SplineComp; }
/** Spline display color (override in Blueprint subclasses for variants). */
@@ -73,7 +73,7 @@ public:
virtual void UpdateVisualization() override;
/** Re-apply SplineColor to materials (call after changing SplineColor at runtime). */
UFUNCTION(BlueprintCallable, Category = "PS Editor|Spline")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|Spline")
virtual void UpdateSplineMaterials() override;
// ---- Handle interaction ----

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@@ -17,7 +17,7 @@ class PS_EDITOR_API APS_Editor_HUD : public AHUD
public:
/** Returns the main editor widget instance. */
UFUNCTION(BlueprintCallable, Category = "PS Editor|UI")
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor|UI")
UPS_Editor_MainWidget* GetMainWidget() const { return MainWidget; }
protected:

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@@ -44,28 +44,31 @@ static TSharedRef<FExtender> OnExtendContentBrowserAssetSelectionMenu(const TArr
if (!bAllAreMesh) return Extender;
TArray<UObject*> SelectedObjects;
for (const FAssetData& Asset : SelectedAssets)
{
if (UObject* Obj = Asset.GetAsset())
{
SelectedObjects.Add(Obj);
}
}
// Defer asset loading until the user actually clicks the menu item
TArray<FAssetData> SelectedAssetsCopy = SelectedAssets;
Extender->AddMenuExtension(
"GetAssetActions",
EExtensionHook::After,
nullptr,
FMenuExtensionDelegate::CreateLambda([SelectedObjects](FMenuBuilder& MenuBuilder)
FMenuExtensionDelegate::CreateLambda([SelectedAssetsCopy](FMenuBuilder& MenuBuilder)
{
MenuBuilder.BeginSection("PSEditor", NSLOCTEXT("PSEditor", "PSEditorMenu", "PS Editor"));
MenuBuilder.AddMenuEntry(
NSLOCTEXT("PSEditor", "CreateSpawnableBP", "Create Spawnable Blueprint"),
NSLOCTEXT("PSEditor", "CreateSpawnableBPTooltip", "Create a Blueprint with PS_Editor Spawnable + Editable components from this mesh"),
FSlateIcon(),
FUIAction(FExecuteAction::CreateLambda([SelectedObjects]()
FUIAction(FExecuteAction::CreateLambda([SelectedAssetsCopy]()
{
// Load assets now (on-demand, not on menu open)
TArray<UObject*> SelectedObjects;
for (const FAssetData& Asset : SelectedAssetsCopy)
{
if (UObject* Obj = Asset.GetAsset())
{
SelectedObjects.Add(Obj);
}
}
FPS_Editor_BlueprintFromMesh::OnCreateBlueprintFromMesh(SelectedObjects);
}))
);

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