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11 Commits

Author SHA1 Message Date
6eca4fc94b Add editor-only floor cut to hide primitives above the MandatoryAnchor
Per-component visibility/collision toggle gated on bounds-min Z vs
(AnchorZ + Height). Snapshotted before mutation and restored on
disable, so the feature is non-destructive. Wired into the toolbars of
both Slate widgets and exposed as Blueprint methods on the UMG widget.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:07:28 +02:00
4a98c6402b Rename LoadScene/LoadSceneAdditive to LoadScenario/UnloadScenario
The old naming suggested UE level loading; what these calls actually do
is spawn actors described by a .pss scenario file into the already-loaded
UE level. Renamed for clarity:

  SceneLoader::LoadScene         -> LoadScenario
  SceneLoader::LoadSceneFromData -> LoadScenarioFromData
  SceneLoader::LoadSceneAdditive -> dropped (merged into LoadScenario)
  SceneLoader::UnloadSceneAdditive -> UnloadScenario
  SceneSerializer::LoadScene     -> LoadScenario
  AdditiveSpawnedActors          -> TrackedSpawnedActors

LoadScenario now branches on the filter: when Filter == PreloadOnly the
timeline subsystem is skipped entirely (no SetData, no ActorId
registration, no auto-play) so a briefing scene can drop in player
placement markers without disturbing its own timeline. All other filter
values keep the full gameplay behaviour (timeline + AI-readiness poll).

Every load tracks its actors so a follow-up UnloadScenario() can destroy
them — supports the briefing flow where the player toggles between
scenarios at runtime.

Breaking change for external BP callers: any node binding the old
LoadScene / LoadSceneAdditive / UnloadSceneAdditive functions will show
up as missing on next BP compile; replace with LoadScenario /
UnloadScenario (identical or simpler signatures).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 15:42:57 +02:00
f6efc00c73 Add LoadSceneAdditive / UnloadSceneAdditive for briefing scene preload
Lets a briefing scene materialize only the preload-tagged actors from a
scenario .pss (player placement markers, briefing props) without
clearing the current world, pushing timeline data, registering ActorIds,
or starting any auto-play. The actors spawned by each LoadSceneAdditive
call are tracked in a static TWeakObjectPtr array; UnloadSceneAdditive
destroys every still-valid one and clears the array.

Typical BP usage on scenario change:
  UnloadSceneAdditive(this) -> LoadSceneAdditive(this, NewSceneName)

No BP-side bookkeeping required. Filter defaults to PreloadOnly which
matches the intended briefing use case; the parameter stays exposed for
other niche cases (ExcludePreload, All).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 15:10:52 +02:00
34280de44a Update memory notes for UE 5.7 host project (was 5.5)
Host project migrated from PROSERVE_UE_5_5 to PROSERVE_UE_5_7 in April
2026. CLAUDE.md, memory index, project notes, and build reference now
point at the new path / target / engine version. The 5.5 host is
flagged deprecated to avoid accidental builds against it.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 15:09:17 +02:00
ac91e4e8f9 Bug Fix 2026-05-06 17:53:21 +02:00
c7ec3e9653 Per-scenario type field driven by project enum (Settings dropdown + JSON peek)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 19:04:59 +02:00
d9ed016297 Reset bIsEditorModeActive on editor-PC EndPlay and SceneLoader entry
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 13:28:39 +02:00
67ac3ffab7 Demote diagnostic logs to Verbose + drop redundant ones
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 23:29:36 +02:00
8f7476d2db Mandatory actors auto-spawn + navmesh surface overlay (custom material)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 16:14:27 +02:00
b9ec67f9ff Runtime nav settings + custom debug viz (P key) + editable restore on stop
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 11:46:27 +02:00
2a53d12e68 Per-scenario dynamic nav opt-in + Settings popup + timeline restore fixes
Dynamic navigation toggle (per scenario):
- New PS_Editor_NavUtils helpers wrap UNavigationSystemV1 / RecastNavMesh
  protected APIs (RuntimeGeneration field + bEnableDrawing) via the C++
  using-trick so we can switch the level's nav mode and toggle visualization
  without engine modifications.
- FPS_Editor_SceneData gets bUseDynamicNavigation persisted in JSON.
- SpawnManager carries the live state plus a session-only bShowNavMesh
  preference (never saved).
- SceneSerializer reads/writes the flag and applies it on load (editor mode).
- SceneLoader applies it on the gameplay path before spawning actors so
  scenarios that need runtime nav rebuild get it both in editor and at
  runtime via the project's GameMode + SceneLoader::LoadScene flow.

UI:
- New "Settings" toolbar button in both Legacy and UMG widgets opens a popup
  with two checkboxes:
    * Use Dynamic Navigation - saved per scenario, live toggle
    * Show NavMesh (P) - session only, mimics editor's P key (green nav
      visualization)
- Pawn binds P to IA_ToggleNavMesh -> SpawnManager.bShowNavMesh, in sync
  with the popup checkbox.

Timeline restore correctness:
- AddOrUpdateKeyAtCurrentTime, RemoveKey, SetKeyTime, SetKeyInterpolate now
  invalidate LastAppliedValues[TrackIndex] so a key edit isn't masked by a
  stale per-track cache entry from a previous apply.
- RestoreBaseline now prefers a key at t=0 (within epsilon) over the
  captured pre-animation baseline. Updating a t=0 key + Stop now restores
  the new value instead of snapping back to the original. Tracks without a
  t=0 key still fall back to the pre-animation baseline.

Restart simulation rewind:
- Restart() used to call Stop() + Play() but Play immediately cancelled the
  pending RequestStopSimulation timer set by Stop, so transforms were never
  restored - characters stayed where they were.
- RequestStopSimulation now takes bImmediate; when true, OnEditorBeforeSimulateStop
  still fires (so BP behaviour-reset hooks run) but StopSimulation runs
  synchronously, restoring transforms before Play() recaptures them.
- Restart inlines the reset (RestoreBaseline + immediate stop + Play) so
  rewinding actually rewinds.

Build:
- Re-add NavigationSystem to PS_Editor.Build.cs (needed for ARecastNavMesh
  + ANavigationData access in NavUtils).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 10:40:18 +02:00
40 changed files with 2512 additions and 152 deletions

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@@ -1,4 +1,4 @@
- [PS_Editor plugin project](project_ps_editor.md) — Runtime editor plugin for UE 5.5, Phases 1-4 done, outline material pending - [PS_Editor plugin project](project_ps_editor.md) — Runtime editor plugin for UE 5.7 (migrated from 5.5 in April 2026), Phases 1-4 done, outline material pending
- [Underscore naming](feedback_naming.md) — Always use PS_Editor_ prefix with underscores in file/class names - [Underscore naming](feedback_naming.md) — Always use PS_Editor_ prefix with underscores in file/class names
- [UE5 build process](reference_build.md) — CLI build command for the project (Build.bat path, target name, flags) - [UE5 build process](reference_build.md) — CLI build command for PROSERVE_UE_5_7 (5.5 host deprecated), Build.bat path, target name, junction check
- [Build workflow](feedback_build_workflow.md) — Prefer Live Coding (Ctrl+Alt+F11) when UE is open, CLI build only when UE is closed - [Build workflow](feedback_build_workflow.md) — Prefer Live Coding (Ctrl+Alt+F11) when UE is open, CLI build only when UE is closed

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@@ -1,10 +1,10 @@
--- ---
name: PS_Editor plugin project name: PS_Editor plugin project
description: Runtime editor plugin for UE 5.5 - object placement, scene editing, JSON save/load in packaged builds description: Runtime editor plugin for UE 5.7 - object placement, scene editing, JSON save/load in packaged builds
type: project type: project
--- ---
PS_Editor is a runtime editor plugin for Unreal Engine 5.5 for the PROSERVE project. PS_Editor is a runtime editor plugin for Unreal Engine 5.7 for the PROSERVE project. The plugin was started on UE 5.5; the host project migrated to UE 5.7 in April 2026 and the plugin follows. Build details in reference_build.md.
Key decisions: Key decisions:
- UI: UMG driven by C++ (Slate) - UI: UMG driven by C++ (Slate)

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@@ -1,18 +1,30 @@
--- ---
name: UE5 build process name: UE5 build process
description: How to build the PS_ProserveEditor UE 5.5 project from command line on Windows description: How to build the PROSERVE host project (currently UE 5.7) from command line on Windows
type: reference type: reference
--- ---
UE 5.5 is installed at `C:\Program Files\Epic Games\UE_5.5` (found via registry key `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.5`). The PS_Editor plugin is developed in `E:\ASTERION\GIT\PS_Editor\Unreal\Plugins\PS_Editor` and consumed by the PROSERVE host project via an NTFS junction. Always build the host project, not the plugin in isolation.
**Current host project (April 2026):** `E:\ASTERION\SVN\DEV\PROSERVE_UE_5_7\PROSERVE_UE_5_7.uproject` (Unreal Engine 5.7)
The previous 5.5 host (`PROSERVE_UE_5_5`) is deprecated — do not use unless explicitly asked.
UE 5.7 is installed at `C:\Program Files\Epic Games\UE_5.7` (found via registry key `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.7`).
Build command (Editor target, Development): Build command (Editor target, Development):
``` ```
"C:/Program Files/Epic Games/UE_5.5/Engine/Build/BatchFiles/Build.bat" PS_ProserveEditorEditor Win64 Development -Project="C:/ASTERION/GIT/PS_ProserveEditor/Unreal/PS_ProserveEditor.uproject" -WaitMutex -FromMsBuild "C:/Program Files/Epic Games/UE_5.7/Engine/Build/BatchFiles/Build.bat" PROSERVE_UE_5_7Editor Win64 Development -Project="E:/ASTERION/SVN/DEV/PROSERVE_UE_5_7/PROSERVE_UE_5_7.uproject" -WaitMutex -FromMsBuild
``` ```
**How to apply:** Use this command to compile after code changes. Timeout should be set to 600000ms (10 min) for safety. The target name is `PS_ProserveEditorEditor` (Editor suffix) for editor builds. **How to apply:** Use this command to compile after code changes. Timeout should be set to 600000ms (10 min) for safety. The target name is `PROSERVE_UE_5_7Editor` (Editor suffix) for editor builds.
**When to use CLI vs Live Coding:** **When to use CLI vs Live Coding:**
- Live Coding (Ctrl+Alt+F11): .cpp only changes (no new UCLASS, USTRUCT, UENUM, UPROPERTY in headers) - Live Coding (Ctrl+Alt+F11): .cpp only changes (no new UCLASS, USTRUCT, UENUM, UPROPERTY in headers)
- Full CLI build (UE must be closed): new files, header changes with new reflected types, Build.cs changes - Full CLI build (UE must be closed): new files, header changes with new reflected types, Build.cs changes
**Plugin junction verification:**
```
ls -la E:/ASTERION/SVN/DEV/PROSERVE_UE_5_7/Plugins/ | grep PS_Editor
```
Should show a symlink pointing to `/e/ASTERION/GIT/PS_Editor/Unreal/Plugins/PS_Editor`. If broken, the host project will build against a stale or missing plugin copy.

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@@ -1,7 +1,7 @@
# PS_ProserveEditor - Project Guidelines # PS_ProserveEditor - Project Guidelines
## Project Overview ## Project Overview
Unreal Engine 5.5 project with runtime editor plugin (PS_Editor). The plugin enables runtime scene editing in packaged builds: object placement, property editing, scenario definition, splines, lighting, and JSON scene save/load. Unreal Engine 5.7 project with runtime editor plugin (PS_Editor). The plugin enables runtime scene editing in packaged builds: object placement, property editing, scenario definition, splines, lighting, and JSON scene save/load. The plugin was started on UE 5.5; the host project migrated to UE 5.7 in April 2026.
## Architecture ## Architecture
- **Plugin**: PS_Editor (runtime plugin, must work in packaged builds) - **Plugin**: PS_Editor (runtime plugin, must work in packaged builds)
@@ -118,14 +118,16 @@ Symptom that the wrong widget was edited: logs you added don't appear in the Out
and wait. Don't pre-emptively write + apply the code change in the same turn. and wait. Don't pre-emptively write + apply the code change in the same turn.
## Build ## Build
- Engine: Unreal Engine 5.5 - Engine: Unreal Engine 5.7 (host project migrated from 5.5 in April 2026)
- Plugin location: `Unreal/Plugins/PS_Editor/` - Plugin location: `Unreal/Plugins/PS_Editor/` (consumed via NTFS junction from the PROSERVE host project's `Plugins/` directory)
- Game module: `PS_ProserveEditor` (in `Unreal/Source/PS_ProserveEditor/`) - Host project: `E:\ASTERION\SVN\DEV\PROSERVE_UE_5_7\PROSERVE_UE_5_7.uproject` — always build this, not the plugin in isolation
- Game module: `PROSERVE_UE_5_7` (in the host project's `Source/`)
- CLI build command (Editor, Development): - CLI build command (Editor, Development):
``` ```
"<UE_INSTALL>/Engine/Build/BatchFiles/Build.bat" PS_ProserveEditorEditor Win64 Development -Project="<REPO>/Unreal/PS_ProserveEditor.uproject" -WaitMutex -FromMsBuild "C:/Program Files/Epic Games/UE_5.7/Engine/Build/BatchFiles/Build.bat" PROSERVE_UE_5_7Editor Win64 Development -Project="E:/ASTERION/SVN/DEV/PROSERVE_UE_5_7/PROSERVE_UE_5_7.uproject" -WaitMutex -FromMsBuild
``` ```
UE install path can be found via registry: `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.5` > `InstalledDirectory` UE install path can be found via registry: `HKLM\SOFTWARE\EpicGames\Unreal Engine\5.7` > `InstalledDirectory`
- The 5.5 host (`PROSERVE_UE_5_5`) is deprecated — do not build against it unless explicitly asked.
## Project Memory ## Project Memory
Shared project memory is stored in `.claude/memory/` (versioned in the repository). When starting a new session on any machine, read these files to restore context: Shared project memory is stored in `.claude/memory/` (versioned in the repository). When starting a new session on any machine, read these files to restore context:

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@@ -1,13 +1,19 @@
#include "PS_Editor_GameInstanceSubsystem.h" #include "PS_Editor_GameInstanceSubsystem.h"
#include "PS_Editor_SceneLoader.h"
#include "PS_Editor_SceneData.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "Misc/FileHelper.h"
#include "JsonObjectConverter.h"
void UPS_Editor_GameInstanceSubsystem::SetPendingScenario(const FString& ScenarioName, const FString& BaseLevel) void UPS_Editor_GameInstanceSubsystem::SetPendingScenario(const FString& ScenarioName, const FString& BaseLevel, uint8 ScenarioType)
{ {
PendingScenarioName = ScenarioName; PendingScenarioName = ScenarioName;
PendingBaseLevel = BaseLevel; PendingBaseLevel = BaseLevel;
PendingScenarioType = ScenarioType;
LastEditedScenarioName = ScenarioName; LastEditedScenarioName = ScenarioName;
LastEditedBaseLevel = BaseLevel; LastEditedBaseLevel = BaseLevel;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Pending scenario set: '%s' (base level: '%s')"), *ScenarioName, *BaseLevel); UE_LOG(LogTemp, Log, TEXT("PS_Editor: Pending scenario set: '%s' (base level: '%s', type: %u)"),
*ScenarioName, *BaseLevel, ScenarioType);
} }
FString UPS_Editor_GameInstanceSubsystem::ConsumePendingScenario() FString UPS_Editor_GameInstanceSubsystem::ConsumePendingScenario()
@@ -45,3 +51,44 @@ void UPS_Editor_GameInstanceSubsystem::ReturnToEditor(const UObject* WorldContex
OpenEditor(WorldContextObject); OpenEditor(WorldContextObject);
} }
bool UPS_Editor_GameInstanceSubsystem::ReadScenarioMetadata(const FString& ScenarioName, uint8& OutScenarioType, FString& OutBaseLevel) const
{
OutScenarioType = 0;
OutBaseLevel.Empty();
if (ScenarioName.IsEmpty())
{
return false;
}
const FString FilePath = UPS_Editor_SceneLoader::GetSceneFilePath(ScenarioName);
FString JsonString;
if (!FFileHelper::LoadFileToString(JsonString, *FilePath))
{
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: ReadScenarioMetadata — file not found: %s"), *FilePath);
return false;
}
// Parse the full SceneData. We could parse just the metadata fields with a custom
// reader, but FJsonObjectConverter is fast enough for the scenario sizes we deal with
// (tens of actors max), and reusing the same struct keeps version handling consistent.
FPS_Editor_SceneData SceneData;
if (!FJsonObjectConverter::JsonObjectStringToUStruct(JsonString, &SceneData, 0, 0))
{
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: ReadScenarioMetadata — failed to parse JSON for '%s'"), *ScenarioName);
return false;
}
OutScenarioType = SceneData.ScenarioType;
OutBaseLevel = SceneData.LevelName;
return true;
}
uint8 UPS_Editor_GameInstanceSubsystem::GetScenarioTypeFromFile(const FString& ScenarioName) const
{
uint8 Type = 0;
FString DummyLevel;
ReadScenarioMetadata(ScenarioName, Type, DummyLevel);
return Type;
}

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@@ -40,9 +40,36 @@ public:
UPROPERTY(BlueprintReadWrite, Category = "PS_Editor") UPROPERTY(BlueprintReadWrite, Category = "PS_Editor")
bool bIsPlayMode = false; bool bIsPlayMode = false;
/** Set pending scenario + base level (for opening the editor or gameplay). */ /** Pending scenario type as uint8 — index into UPS_Editor_MasterCatalog::ScenarioTypeEnum.
* Set by the Play button alongside PendingScenarioName. The gameplay GameMode reads it
* (Byte to Enum) and routes its scenario-type-specific logic. Default 0 = first enum entry. */
UPROPERTY(BlueprintReadWrite, Category = "PS_Editor")
uint8 PendingScenarioType = 0;
/** Set pending scenario + base level + type (for opening the editor or gameplay). */
UFUNCTION(BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void SetPendingScenario(const FString& ScenarioName, const FString& BaseLevel); void SetPendingScenario(const FString& ScenarioName, const FString& BaseLevel, uint8 ScenarioType = 0);
/**
* Pre-parse a scenario file from disk (without spawning anything) to extract its
* persisted metadata: scenario type and base level. Use this from PROSERVE GameMode
* BeginPlay (or earlier) to know what type a scenario is BEFORE deciding to load it,
* when the standard Play-button flow hasn't populated PendingScenarioType.
*
* @param ScenarioName Name of the scenario file (without extension).
* @param OutScenarioType Set to the scenario's saved type (uint8 index into MasterCatalog::ScenarioTypeEnum). 0 on failure.
* @param OutBaseLevel Set to the scenario's saved base level name. Empty on failure.
* @return True if the file was found and parsed successfully.
*/
UFUNCTION(BlueprintCallable, Category = "PS_Editor")
bool ReadScenarioMetadata(const FString& ScenarioName, uint8& OutScenarioType, FString& OutBaseLevel) const;
/**
* Convenience: read just the scenario type from a file. Returns 0 if the file isn't
* found / can't be parsed (which is also the default for a saved-but-untyped scenario).
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS_Editor")
uint8 GetScenarioTypeFromFile(const FString& ScenarioName) const;
/** Consume the pending scenario (reads and clears). */ /** Consume the pending scenario (reads and clears). */
UFUNCTION(BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")

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@@ -13,6 +13,8 @@
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "PS_Editor_SelectionManager.h" #include "PS_Editor_SelectionManager.h"
#include "PS_Editor_GroundSnap.h" #include "PS_Editor_GroundSnap.h"
#include "PS_Editor_NavUtils.h"
#include "PS_Editor_SpawnManager.h"
#include "PS_Editor_PlayerController.h" #include "PS_Editor_PlayerController.h"
#include "PS_Editor_Gizmo.h" #include "PS_Editor_Gizmo.h"
#include "PS_Editor_UndoManager.h" #include "PS_Editor_UndoManager.h"
@@ -254,6 +256,11 @@ void APS_Editor_Pawn::CreateInputActions()
IA_Focus = NewObject<UInputAction>(this, TEXT("IA_Focus")); IA_Focus = NewObject<UInputAction>(this, TEXT("IA_Focus"));
IA_Focus->ValueType = EInputActionValueType::Boolean; IA_Focus->ValueType = EInputActionValueType::Boolean;
EditorMappingContext->MapKey(IA_Focus, EKeys::F); EditorMappingContext->MapKey(IA_Focus, EKeys::F);
// Toggle navmesh visualization (mimics UE editor's P key)
IA_ToggleNavMesh = NewObject<UInputAction>(this, TEXT("IA_ToggleNavMesh"));
IA_ToggleNavMesh->ValueType = EInputActionValueType::Boolean;
EditorMappingContext->MapKey(IA_ToggleNavMesh, EKeys::P);
} }
void APS_Editor_Pawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) void APS_Editor_Pawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
@@ -301,6 +308,7 @@ void APS_Editor_Pawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComp
EIC->BindAction(IA_Confirm, ETriggerEvent::Started, this, &APS_Editor_Pawn::HandleConfirm); EIC->BindAction(IA_Confirm, ETriggerEvent::Started, this, &APS_Editor_Pawn::HandleConfirm);
EIC->BindAction(IA_Cancel, ETriggerEvent::Started, this, &APS_Editor_Pawn::HandleCancel); EIC->BindAction(IA_Cancel, ETriggerEvent::Started, this, &APS_Editor_Pawn::HandleCancel);
EIC->BindAction(IA_Focus, ETriggerEvent::Started, this, &APS_Editor_Pawn::HandleFocus); EIC->BindAction(IA_Focus, ETriggerEvent::Started, this, &APS_Editor_Pawn::HandleFocus);
EIC->BindAction(IA_ToggleNavMesh, ETriggerEvent::Started, this, &APS_Editor_Pawn::HandleToggleNavMesh);
} }
// ---- Input Handlers ---- // ---- Input Handlers ----
@@ -804,7 +812,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
InsertSM->SetTransformMode(EPS_Editor_TransformMode::Translate); InsertSM->SetTransformMode(EPS_Editor_TransformMode::Translate);
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Inserted spline point at index %d"), InsertIdx); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Inserted spline point at index %d"), InsertIdx);
return; return;
} }
} }
@@ -860,7 +868,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
} }
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Added spline point at end (index %d)"), NewIdx); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Added spline point at end (index %d)"), NewIdx);
return; return;
} }
} }
@@ -1051,7 +1059,7 @@ void APS_Editor_Pawn::HandleTranslateMode(const FInputActionValue& Value)
if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager()) if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
{ {
SM->SetTransformMode(EPS_Editor_TransformMode::Translate); SM->SetTransformMode(EPS_Editor_TransformMode::Translate);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Translate mode")); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Translate mode"));
} }
} }
} }
@@ -1064,7 +1072,7 @@ void APS_Editor_Pawn::HandleRotateMode(const FInputActionValue& Value)
if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager()) if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
{ {
SM->SetTransformMode(EPS_Editor_TransformMode::Rotate); SM->SetTransformMode(EPS_Editor_TransformMode::Rotate);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Rotate mode")); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Rotate mode"));
} }
} }
} }
@@ -1077,7 +1085,7 @@ void APS_Editor_Pawn::HandleScaleMode(const FInputActionValue& Value)
if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager()) if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
{ {
SM->SetTransformMode(EPS_Editor_TransformMode::Scale); SM->SetTransformMode(EPS_Editor_TransformMode::Scale);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scale mode")); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Scale mode"));
} }
} }
} }
@@ -1147,7 +1155,7 @@ void APS_Editor_Pawn::HandleDelete(const FInputActionValue& Value)
} }
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Deleted spline point, %d remaining"), Spline->GetNumPoints()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Deleted spline point, %d remaining"), Spline->GetNumPoints());
} }
else if (Spline) else if (Spline)
{ {
@@ -1159,8 +1167,35 @@ void APS_Editor_Pawn::HandleDelete(const FInputActionValue& Value)
UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager(); UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager();
if (!SM || !SM->IsAnythingSelected()) return; if (!SM || !SM->IsAnythingSelected()) return;
// Filter out mandatory actors (UPS_Editor_SpawnableComponent::bIsMandatory) — they're
// pinned to the scene by design and the delete is silently refused for them. We pre-filter
// here so the confirmation dialog count matches what will actually be deleted, and we
// skip the dialog entirely if nothing is deletable.
UPS_Editor_SpawnManager* SpawnManager = EditorPC->GetSpawnManager();
TArray<TWeakObjectPtr<AActor>> DeletableActors;
int32 SkippedMandatory = 0;
for (const TWeakObjectPtr<AActor>& Weak : SM->GetSelectedActors())
{
AActor* Actor = Weak.Get();
if (!Actor) continue;
if (SpawnManager && !SpawnManager->IsActorDeletable(Actor))
{
++SkippedMandatory;
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: '%s' is a mandatory actor — delete refused."),
*Actor->GetName());
continue;
}
DeletableActors.Add(Weak);
}
if (DeletableActors.Num() == 0)
{
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Delete aborted — selection contained only mandatory actor(s) (%d)."), SkippedMandatory);
return;
}
// Show in-game confirmation dialog (runtime compatible) // Show in-game confirmation dialog (runtime compatible)
const int32 Count = SM->GetSelectedActors().Num(); const int32 Count = DeletableActors.Num();
const FText Message = FText::Format( const FText Message = FText::Format(
NSLOCTEXT("PS_Editor", "DeleteConfirm", "Delete {0} selected object(s)?"), NSLOCTEXT("PS_Editor", "DeleteConfirm", "Delete {0} selected object(s)?"),
FText::AsNumber(Count)); FText::AsNumber(Count));
@@ -1173,15 +1208,15 @@ void APS_Editor_Pawn::HandleDelete(const FInputActionValue& Value)
// Weak refs to avoid dangling pointers in the callback // Weak refs to avoid dangling pointers in the callback
TWeakObjectPtr<APS_Editor_PlayerController> WeakPC = EditorPC; TWeakObjectPtr<APS_Editor_PlayerController> WeakPC = EditorPC;
Dialog->Show(Message, FPS_Editor_OnConfirmResult::CreateLambda([WeakPC](bool bConfirmed) Dialog->Show(Message, FPS_Editor_OnConfirmResult::CreateLambda([WeakPC, DeletableActors](bool bConfirmed)
{ {
if (!bConfirmed || !WeakPC.IsValid()) return; if (!bConfirmed || !WeakPC.IsValid()) return;
UPS_Editor_SelectionManager* SM = WeakPC->GetSelectionManager(); UPS_Editor_SelectionManager* SM = WeakPC->GetSelectionManager();
if (!SM || !SM->IsAnythingSelected()) return; if (!SM) return;
TSharedPtr<FPS_Editor_DeleteAction> Action = MakeShared<FPS_Editor_DeleteAction>(); TSharedPtr<FPS_Editor_DeleteAction> Action = MakeShared<FPS_Editor_DeleteAction>();
for (const TWeakObjectPtr<AActor>& Weak : SM->GetSelectedActors()) for (const TWeakObjectPtr<AActor>& Weak : DeletableActors)
{ {
if (AActor* Actor = Weak.Get()) if (AActor* Actor = Weak.Get())
{ {
@@ -1253,11 +1288,6 @@ void APS_Editor_Pawn::HandleSnapToGround(const FInputActionValue& Value)
if (GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_Camera, Params)) if (GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_Camera, Params))
{ {
UE_LOG(LogTemp, Log, TEXT("PS_Editor: SnapToGround - PointLoc=%s, HitZ=%.2f, HitActor=%s, HitComp=%s"),
*PointLoc.ToString(), Hit.ImpactPoint.Z,
Hit.GetActor() ? *Hit.GetActor()->GetName() : TEXT("null"),
Hit.GetComponent() ? *Hit.GetComponent()->GetName() : TEXT("null"));
// Store state for undo // Store state for undo
TArray<FVector> OldPoints = Spline->GetAllPointLocations(); TArray<FVector> OldPoints = Spline->GetAllPointLocations();
@@ -1460,6 +1490,20 @@ void APS_Editor_Pawn::HandleFocus(const FInputActionValue& Value)
OrbitDistance = TargetDistance; OrbitDistance = TargetDistance;
} }
void APS_Editor_Pawn::HandleToggleNavMesh(const FInputActionValue& Value)
{
// Mimics UE editor's P key — toggles the runtime navmesh visualization. We route
// through SpawnManager's session-only bShowNavMesh flag so the Settings popup
// checkbox stays in sync.
APS_Editor_PlayerController* EditorPC = Cast<APS_Editor_PlayerController>(GetController());
if (!EditorPC) return;
UPS_Editor_SpawnManager* SM = EditorPC->GetSpawnManager();
if (!SM) return;
SM->bShowNavMesh = !SM->bShowNavMesh;
PS_Editor_NavUtils::SetNavMeshVisible(GetWorld(), SM->bShowNavMesh);
}
// ---- Helpers ---- // ---- Helpers ----
void APS_Editor_Pawn::SetCameraMode(EPS_Editor_CameraMode NewMode) void APS_Editor_Pawn::SetCameraMode(EPS_Editor_CameraMode NewMode)

View File

@@ -212,6 +212,9 @@ private:
UPROPERTY() UPROPERTY()
TObjectPtr<UInputAction> IA_Focus; TObjectPtr<UInputAction> IA_Focus;
UPROPERTY()
TObjectPtr<UInputAction> IA_ToggleNavMesh;
// ---- Spline point / ChildMovable drag state ---- // ---- Spline point / ChildMovable drag state ----
TWeakObjectPtr<AActor> DraggedSplineActor; TWeakObjectPtr<AActor> DraggedSplineActor;
TArray<FVector> SplinePointDragInitialState; TArray<FVector> SplinePointDragInitialState;
@@ -260,6 +263,7 @@ private:
void HandleConfirm(const FInputActionValue& Value); void HandleConfirm(const FInputActionValue& Value);
void HandleCancel(const FInputActionValue& Value); void HandleCancel(const FInputActionValue& Value);
void HandleFocus(const FInputActionValue& Value); void HandleFocus(const FInputActionValue& Value);
void HandleToggleNavMesh(const FInputActionValue& Value);
// ---- Focus animation state (F key, frame selection) ---- // ---- Focus animation state (F key, frame selection) ----
bool bIsFocusing = false; bool bIsFocusing = false;

View File

@@ -10,6 +10,8 @@
#include "PS_Editor_SplineEditable.h" #include "PS_Editor_SplineEditable.h"
#include "PS_Editor_PointPlaceable.h" #include "PS_Editor_PointPlaceable.h"
#include "PS_Editor_EditableInterface.h" #include "PS_Editor_EditableInterface.h"
#include "PS_Editor_EditableComponent.h"
#include "PS_Editor_TimelineSubsystem.h"
#include "Engine/LevelStreamingDynamic.h" #include "Engine/LevelStreamingDynamic.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/CharacterMovementComponent.h"
@@ -29,6 +31,44 @@
#include "GameFramework/GameStateBase.h" #include "GameFramework/GameStateBase.h"
#include "GameFramework/PlayerState.h" #include "GameFramework/PlayerState.h"
namespace
{
/** Resolve an editable property path ("Comp.Prop" or "Prop") on Actor to a UObject target +
* FProperty pointer. Mirrors PS_Editor_MainWidget::FindPropertyTarget + class lookup so the
* PlayerController can snapshot/restore values without depending on the widget. */
static bool ResolveEditableProp(AActor* Actor, const FName& Path, UObject*& OutTarget, FProperty*& OutProp)
{
OutTarget = nullptr;
OutProp = nullptr;
if (!Actor) return false;
FString CompName, PropName;
UPS_Editor_EditableComponent::ParsePropertyPath(Path, CompName, PropName);
if (CompName.IsEmpty())
{
OutTarget = Actor;
}
else
{
TArray<UActorComponent*> Components;
Actor->GetComponents(Components);
for (UActorComponent* Comp : Components)
{
if (Comp && Comp->GetName() == CompName)
{
OutTarget = Comp;
break;
}
}
}
if (!OutTarget) return false;
OutProp = OutTarget->GetClass()->FindPropertyByName(*PropName);
return OutProp != nullptr;
}
}
APS_Editor_PlayerController::APS_Editor_PlayerController() APS_Editor_PlayerController::APS_Editor_PlayerController()
{ {
bShowMouseCursor = true; bShowMouseCursor = true;
@@ -98,8 +138,8 @@ void APS_Editor_PlayerController::BeginPlay()
if (!Sub->PendingScenarioName.IsEmpty() && SpawnManager && SceneSerializer) if (!Sub->PendingScenarioName.IsEmpty() && SpawnManager && SceneSerializer)
{ {
bool bLoaded = SceneSerializer->LoadScene(Sub->PendingScenarioName, SpawnManager); bool bLoaded = SceneSerializer->LoadScenario(Sub->PendingScenarioName, SpawnManager);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: LoadScene('%s') = %s"), UE_LOG(LogTemp, Log, TEXT("PS_Editor: LoadScenario('%s') = %s"),
*Sub->PendingScenarioName, bLoaded ? TEXT("OK") : TEXT("FAILED")); *Sub->PendingScenarioName, bLoaded ? TEXT("OK") : TEXT("FAILED"));
} }
Sub->PendingScenarioName.Empty(); Sub->PendingScenarioName.Empty();
@@ -170,6 +210,20 @@ void APS_Editor_PlayerController::BeginPlay()
}); });
} }
void APS_Editor_PlayerController::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
// Reset the runtime-editor flag whenever this controller's world tears down — covers
// OpenLevel from any caller (Play button, scenario loader BP, gameplay code that calls
// OpenLevel directly), end of PIE, and seamless world transitions. Without this, the
// static would stay 'true' from the previous editor session and IsInEditorMode() would
// lie in the next world (which has no PS_Editor PlayerController). The 3 existing eager
// resets (CloseEditor + Play buttons) remain as defense-in-depth so any check between
// the click and the actual world tear-down also returns false.
UPS_Editor_SceneLoader::bIsEditorModeActive = false;
Super::EndPlay(EndPlayReason);
}
void APS_Editor_PlayerController::Tick(float DeltaTime) void APS_Editor_PlayerController::Tick(float DeltaTime)
{ {
Super::Tick(DeltaTime); Super::Tick(DeltaTime);
@@ -275,6 +329,43 @@ void APS_Editor_PlayerController::StartSimulation()
} }
} }
// Snapshot editable property values so we can restore them on Stop. Game logic may mutate
// editable properties during simulate (e.g. WalkSpeed driven by gameplay code) — restoring
// on Stop matches the convention used for transforms. Skip properties already tracked by the
// timeline: the timeline's RestoreBaseline owns those, double-restoring would conflict.
SimulationSavedEditableProps.Empty();
UPS_Editor_TimelineSubsystem* TimelineSS = GetWorld() ? GetWorld()->GetSubsystem<UPS_Editor_TimelineSubsystem>() : nullptr;
if (SpawnManager)
{
for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
{
AActor* Actor = Weak.Get();
if (!Actor) continue;
UPS_Editor_EditableComponent* EditComp = Actor->FindComponentByClass<UPS_Editor_EditableComponent>();
if (!EditComp || EditComp->EditableProperties.Num() == 0) continue;
TMap<FName, FString> ActorMap;
for (const FPS_Editor_EditablePropertyEntry& Entry : EditComp->EditableProperties)
{
if (TimelineSS && TimelineSS->IsPropertyTracked(Actor, Entry.Path))
{
continue; // timeline owns this one
}
UObject* Target = nullptr;
FProperty* Prop = nullptr;
if (!ResolveEditableProp(Actor, Entry.Path, Target, Prop)) continue;
FString Exported;
Prop->ExportText_InContainer(0, Exported, Target, Target, nullptr, PPF_None);
ActorMap.Add(Entry.Path, Exported);
}
if (ActorMap.Num() > 0)
{
SimulationSavedEditableProps.Add(Actor, MoveTemp(ActorMap));
}
}
}
// Clear selection // Clear selection
if (SelectionManager) if (SelectionManager)
{ {
@@ -389,18 +480,23 @@ void APS_Editor_PlayerController::SetSimulationPaused(bool bPaused)
} }
} }
void APS_Editor_PlayerController::RequestStopSimulation() void APS_Editor_PlayerController::RequestStopSimulation(bool bImmediate)
{ {
if (!bSimulating) return; if (!bSimulating) return;
// If a request is already scheduled, do nothing (debounce double-clicks on Stop). // If a request is already scheduled, do nothing (debounce double-clicks on Stop).
// Skip the debounce when bImmediate (Restart wants to flush right now).
if (!bImmediate)
{
if (UWorld* World = GetWorld()) if (UWorld* World = GetWorld())
{ {
if (PendingStopSimulationHandle.IsValid()) return; if (PendingStopSimulationHandle.IsValid()) return;
} }
}
// Fire OnEditorBeforeSimulateStop immediately on every actor so BP handlers can react // Fire OnEditorBeforeSimulateStop immediately on every actor so BP handlers can react
// while the BT is still live. Then schedule the real cut for ~500ms later. // while the BT is still live. Then schedule the real cut (deferred) or run it now
// (immediate, used by timeline Restart).
if (SpawnManager) if (SpawnManager)
{ {
for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors()) for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
@@ -413,6 +509,21 @@ void APS_Editor_PlayerController::RequestStopSimulation()
} }
} }
if (bImmediate)
{
// Cancel any pending deferred stop so it doesn't fire again later.
if (UWorld* World = GetWorld())
{
if (PendingStopSimulationHandle.IsValid())
{
World->GetTimerManager().ClearTimer(PendingStopSimulationHandle);
PendingStopSimulationHandle.Invalidate();
}
}
StopSimulation();
return;
}
if (UWorld* World = GetWorld()) if (UWorld* World = GetWorld())
{ {
TWeakObjectPtr<APS_Editor_PlayerController> WeakThis(this); TWeakObjectPtr<APS_Editor_PlayerController> WeakThis(this);
@@ -502,7 +613,49 @@ void APS_Editor_PlayerController::StopSimulation()
} }
SimulationSavedTransforms.Empty(); SimulationSavedTransforms.Empty();
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Simulation stopped, transforms restored")); // Restore editable properties that game logic may have mutated during simulate. The timeline's
// own RestoreBaseline already covers the animated ones (we skipped them at snapshot time), so
// this loop only touches properties NOT owned by the timeline — no double-write. Mirrors the
// canonical UI write path (ImportText + MarkRenderStateDirty + RepNotify + OnEditorPropertyChanged)
// so actors reinit consistently regardless of where the value change originated.
int32 RestoredCount = 0;
for (auto& ActorPair : SimulationSavedEditableProps)
{
AActor* Actor = ActorPair.Key.Get();
if (!Actor) continue;
const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass());
for (auto& PropPair : ActorPair.Value)
{
UObject* Target = nullptr;
FProperty* Prop = nullptr;
if (!ResolveEditableProp(Actor, PropPair.Key, Target, Prop)) continue;
Prop->ImportText_InContainer(*PropPair.Value, Target, Target, PPF_None);
if (UActorComponent* Comp = Cast<UActorComponent>(Target))
{
Comp->MarkRenderStateDirty();
}
// RepNotify mirror — ImportText bypasses it, same as the UI write path.
if (!Prop->RepNotifyFunc.IsNone())
{
if (UFunction* RepFunc = Target->FindFunction(Prop->RepNotifyFunc))
{
Target->ProcessEvent(RepFunc, nullptr);
}
}
if (bImplementsInterface)
{
IPS_Editor_EditableInterface::Execute_OnEditorPropertyChanged(Actor, PropPair.Key.ToString());
}
++RestoredCount;
}
}
SimulationSavedEditableProps.Empty();
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Simulation stopped, transforms restored (%d editable properties also restored)"), RestoredCount);
} }
void APS_Editor_PlayerController::BeginPointPlacement(TSubclassOf<AActor> InActorClass) void APS_Editor_PlayerController::BeginPointPlacement(TSubclassOf<AActor> InActorClass)
@@ -516,7 +669,7 @@ void APS_Editor_PlayerController::BeginPointPlacement(TSubclassOf<AActor> InActo
bAppendingToActor = false; bAppendingToActor = false;
AppendInitialPoints.Empty(); AppendInitialPoints.Empty();
EditorMode = EPS_Editor_EditorMode::SplinePlacement; EditorMode = EPS_Editor_EditorMode::SplinePlacement;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Point placement mode started (class: %s)"), *PlacementActorClass->GetName()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Point placement mode started (class: %s)"), *PlacementActorClass->GetName());
} }
void APS_Editor_PlayerController::BeginPointPlacementAppend(AActor* ExistingActor) void APS_Editor_PlayerController::BeginPointPlacementAppend(AActor* ExistingActor)
@@ -543,7 +696,7 @@ void APS_Editor_PlayerController::BeginPointPlacementAppend(AActor* ExistingActo
IPS_Editor_ChildMovable::Execute_SetChildHandlesVisible(ExistingActor, true); IPS_Editor_ChildMovable::Execute_SetChildHandlesVisible(ExistingActor, true);
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Editing sub-elements of %s"), *ExistingActor->GetName()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Editing sub-elements of %s"), *ExistingActor->GetName());
} }
void APS_Editor_PlayerController::FinishPointPlacement() void APS_Editor_PlayerController::FinishPointPlacement()
@@ -579,7 +732,7 @@ void APS_Editor_PlayerController::FinishPointPlacement()
SelectionManager->SelectActor(PlacementActor); SelectionManager->SelectActor(PlacementActor);
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Exited placement mode")); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Exited placement mode"));
bAppendingToActor = false; bAppendingToActor = false;
AppendInitialPoints.Empty(); AppendInitialPoints.Empty();
EditorMode = EPS_Editor_EditorMode::Normal; EditorMode = EPS_Editor_EditorMode::Normal;
@@ -620,7 +773,7 @@ void APS_Editor_PlayerController::LoadBaseLevelAsSublevel(const FString& LevelNa
CurrentSublevel->SetShouldBeVisible(false); CurrentSublevel->SetShouldBeVisible(false);
CurrentSublevel->SetIsRequestingUnloadAndRemoval(true); CurrentSublevel->SetIsRequestingUnloadAndRemoval(true);
CurrentSublevel = nullptr; CurrentSublevel = nullptr;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Unloaded previous sublevel")); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Unloaded previous sublevel"));
} }
// Rebuild spawn catalog: global + base-level-specific catalogs // Rebuild spawn catalog: global + base-level-specific catalogs
@@ -740,7 +893,7 @@ void APS_Editor_PlayerController::LoadBaseLevelAsSublevel(const FString& LevelNa
ExtraSublevel->SetShouldBeLoaded(true); ExtraSublevel->SetShouldBeLoaded(true);
ExtraSublevel->SetShouldBeVisible(true); ExtraSublevel->SetShouldBeVisible(true);
AdditionalSublevels.Add(ExtraSublevel); AdditionalSublevels.Add(ExtraSublevel);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Loaded additional sublevel '%s'"), *ExtraPath); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Loaded additional sublevel '%s'"), *ExtraPath);
} }
else else
{ {
@@ -788,7 +941,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
Actor->MarkComponentsRenderStateDirty(); Actor->MarkComponentsRenderStateDirty();
} }
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Deferred lightmap refresh on sublevel")); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Deferred lightmap refresh on sublevel"));
}, 0.5f, false); }, 0.5f, false);
APS_Editor_CameraStart* CameraStart = nullptr; APS_Editor_CameraStart* CameraStart = nullptr;
@@ -801,7 +954,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
if (APostProcessVolume* PPVolume = Cast<APostProcessVolume>(Actor)) if (APostProcessVolume* PPVolume = Cast<APostProcessVolume>(Actor))
{ {
PPVolume->Settings.WeightedBlendables.Array.Empty(); PPVolume->Settings.WeightedBlendables.Array.Empty();
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Disabled PP materials on '%s'"), *PPVolume->GetName()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Disabled PP materials on '%s'"), *PPVolume->GetName());
} }
// Find camera start marker // Find camera start marker
@@ -819,11 +972,21 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
const FRotator YawOnly(CameraStart->GetActorRotation().Pitch, CameraStart->GetActorRotation().Yaw, 0.0f); const FRotator YawOnly(CameraStart->GetActorRotation().Pitch, CameraStart->GetActorRotation().Yaw, 0.0f);
MyPawn->SetActorLocationAndRotation(CameraStart->GetActorLocation(), YawOnly); MyPawn->SetActorLocationAndRotation(CameraStart->GetActorLocation(), YawOnly);
SetControlRotation(YawOnly); SetControlRotation(YawOnly);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Camera moved to CameraStart at %s"), UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Camera moved to CameraStart at %s"),
*CameraStart->GetActorLocation().ToString()); *CameraStart->GetActorLocation().ToString());
} }
} }
// Auto-spawn mandatory actors now that the baseLevel is loaded and visible. This covers:
// - Initial editor startup (default baseLevel loads at BeginPlay)
// - User switching baseLevel via the UI
// Idempotent — already-present mandatory instances are skipped. The catalog was rebuilt
// just before LoadLevelInstance so its bIsMandatory cache is fresh.
if (SpawnManager)
{
SpawnManager->EnsureMandatoryActorsPresent();
}
// Delay 2s then fade in from black over 2 seconds // Delay 2s then fade in from black over 2 seconds
if (bWaitingForSublevelFadeIn) if (bWaitingForSublevelFadeIn)
{ {
@@ -928,7 +1091,7 @@ void APS_Editor_PlayerController::HandleEditorClick(FVector2D ScreenPos, bool bA
{ {
const int32 InsertIdx = Spline->FindInsertIndex(TubeHit.ImpactPoint); const int32 InsertIdx = Spline->FindInsertIndex(TubeHit.ImpactPoint);
Spline->InsertPoint(InsertIdx, TubeHit.ImpactPoint + FVector(0.0f, 0.0f, 5.0f)); Spline->InsertPoint(InsertIdx, TubeHit.ImpactPoint + FVector(0.0f, 0.0f, 5.0f));
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Inserted point at index %d during placement"), InsertIdx); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Inserted point at index %d during placement"), InsertIdx);
return; return;
} }
} }

View File

@@ -76,9 +76,14 @@ public:
/** Request a deferred stop: fires OnEditorBeforeSimulateStop immediately, then schedules /** Request a deferred stop: fires OnEditorBeforeSimulateStop immediately, then schedules
* the real StopSimulation after a grace period (500ms by default) so BT has time to * the real StopSimulation after a grace period (500ms by default) so BT has time to
* react to whatever the BP handler does in OnEditorBeforeSimulateStop. * react to whatever the BP handler does in OnEditorBeforeSimulateStop.
* Timeline Stop and the Simulate toolbar button both go through this. */ * Timeline Stop and the Simulate toolbar button both go through this.
*
* @param bImmediate If true, fire OnEditorBeforeSimulateStop and run StopSimulation
* synchronously in the same call (no grace period). Used by
* timeline Restart, where we want transforms restored before the
* subsequent Play(). Defaults to false (deferred). */
UFUNCTION(BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
void RequestStopSimulation(); void RequestStopSimulation(bool bImmediate = false);
/** True while simulation is running. */ /** True while simulation is running. */
UFUNCTION(BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
@@ -138,6 +143,7 @@ public:
protected: protected:
virtual void BeginPlay() override; virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float DeltaTime) override; virtual void Tick(float DeltaTime) override;
virtual void OnPossess(APawn* InPawn) override; virtual void OnPossess(APawn* InPawn) override;
@@ -175,6 +181,12 @@ private:
/** Saved transforms for all spawned actors before simulation, to restore on stop. */ /** Saved transforms for all spawned actors before simulation, to restore on stop. */
TMap<TWeakObjectPtr<AActor>, FTransform> SimulationSavedTransforms; TMap<TWeakObjectPtr<AActor>, FTransform> SimulationSavedTransforms;
/** Saved exported-text values for editable properties (UPS_Editor_EditableComponent::EditableProperties)
* that aren't already managed by the timeline. Game logic may mutate these during simulate;
* StopSimulation restores them so the editor returns to the pre-Play state for ALL editable
* properties, animated or not. Map: Actor -> { PropertyPath -> ExportedTextValue }. */
TMap<TWeakObjectPtr<AActor>, TMap<FName, FString>> SimulationSavedEditableProps;
/** Timer handle for the deferred StopSimulation used by RequestStopSimulation. */ /** Timer handle for the deferred StopSimulation used by RequestStopSimulation. */
FTimerHandle PendingStopSimulationHandle; FTimerHandle PendingStopSimulationHandle;

View File

@@ -33,7 +33,8 @@ public class PS_Editor : ModuleRules
"JsonUtilities", "JsonUtilities",
"ProceduralMeshComponent", "ProceduralMeshComponent",
"DesktopPlatform", "DesktopPlatform",
"AIModule" "AIModule",
"NavigationSystem"
}); });
PrivateDependencyModuleNames.AddRange(new string[] PrivateDependencyModuleNames.AddRange(new string[]

View File

@@ -195,7 +195,7 @@ void UPS_Editor_SelectionManager::SelectActor(AActor* Actor)
Spline->SetSelected(true); Spline->SetSelected(true);
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Selected %s"), *Actor->GetName()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Selected %s"), *Actor->GetName());
} }
void UPS_Editor_SelectionManager::DeselectActor(AActor* Actor) void UPS_Editor_SelectionManager::DeselectActor(AActor* Actor)
@@ -235,7 +235,7 @@ void UPS_Editor_SelectionManager::DeselectActor(AActor* Actor)
} }
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Deselected %s"), *Actor->GetName()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Deselected %s"), *Actor->GetName());
} }
} }
@@ -287,7 +287,7 @@ void UPS_Editor_SelectionManager::ClearSelection()
if (Count > 0) if (Count > 0)
{ {
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Cleared selection (%d actors)"), Count); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Cleared selection (%d actors)"), Count);
} }
} }

View File

@@ -98,7 +98,7 @@ void UPS_Editor_UndoManager::RecordAction(TSharedPtr<FPS_Editor_Action> Action)
PruneHistory(); PruneHistory();
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Recorded action: %s (stack size: %d)"), UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Recorded action: %s (stack size: %d)"),
*Action->GetDescription(), ActionStack.Num()); *Action->GetDescription(), ActionStack.Num());
} }

View File

@@ -61,4 +61,17 @@ struct FPS_Editor_SceneData
/** Global timeline data (animation tracks + duration). Empty on legacy scenes. */ /** Global timeline data (animation tracks + duration). Empty on legacy scenes. */
UPROPERTY() UPROPERTY()
FPS_Editor_TimelineData Timeline; FPS_Editor_TimelineData Timeline;
/** If true, the level's nav mesh is switched to Dynamic runtime generation when this
* scenario loads — both in the runtime editor (so spawn / move actors update nav live)
* and in gameplay (for scenarios that need runtime-built navigation). False keeps the
* cooked Static nav, which has zero runtime cost. Default: false. */
UPROPERTY()
bool bUseDynamicNavigation = false;
/** Project-specific scenario type as a uint8 (index into UPS_Editor_MasterCatalog::ScenarioTypeEnum).
* Selected by the user via the Settings popup dropdown. Defaults to 0 (= first enum entry) for
* legacy scenarios that were saved before this field existed. */
UPROPERTY()
uint8 ScenarioType = 0;
}; };

View File

@@ -10,6 +10,7 @@
#include "PS_Editor_TimelineSubsystem.h" #include "PS_Editor_TimelineSubsystem.h"
#include "PS_Editor_SpawnManager.h" #include "PS_Editor_SpawnManager.h"
#include "PS_Editor_PlayerController.h" #include "PS_Editor_PlayerController.h"
#include "PS_Editor_NavUtils.h"
#include "AIController.h" #include "AIController.h"
#include "BrainComponent.h" #include "BrainComponent.h"
#include "JsonObjectConverter.h" #include "JsonObjectConverter.h"
@@ -48,11 +49,13 @@ namespace
} }
} }
bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const FString& SceneName, TArray<AActor*>& OutActors, bool bStripEditorComponents, EPS_Editor_SceneLoadFilter Filter) TArray<TWeakObjectPtr<AActor>> UPS_Editor_SceneLoader::TrackedSpawnedActors;
bool UPS_Editor_SceneLoader::LoadScenario(const UObject* WorldContextObject, const FString& ScenarioName, TArray<AActor*>& OutActors, bool bStripEditorComponents, EPS_Editor_SceneLoadFilter Filter)
{ {
OutActors.Empty(); OutActors.Empty();
if (!WorldContextObject || SceneName.IsEmpty()) if (!WorldContextObject || ScenarioName.IsEmpty())
{ {
return false; return false;
} }
@@ -64,7 +67,7 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
} }
// Read JSON file // Read JSON file
const FString FilePath = GetSceneFilePath(SceneName); const FString FilePath = GetSceneFilePath(ScenarioName);
FString JsonString; FString JsonString;
if (!FFileHelper::LoadFileToString(JsonString, *FilePath)) if (!FFileHelper::LoadFileToString(JsonString, *FilePath))
{ {
@@ -80,11 +83,22 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
return false; return false;
} }
if (!LoadSceneFromData(World, SceneData, OutActors, Filter)) if (!LoadScenarioFromData(World, SceneData, OutActors, Filter))
{ {
return false; return false;
} }
// Track every spawned actor so UnloadScenario() can dispose of them later — this is the
// briefing-flow hook (load preload markers, then unload on scenario change). Gameplay
// callers that never unload don't pay a price beyond a small TWeakObjectPtr array.
for (AActor* Actor : OutActors)
{
if (Actor)
{
TrackedSpawnedActors.Add(Actor);
}
}
// Strip editor-only components for clean gameplay // Strip editor-only components for clean gameplay
if (bStripEditorComponents) if (bStripEditorComponents)
{ {
@@ -93,11 +107,6 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
if (!Actor) continue; if (!Actor) continue;
TArray<UActorComponent*> ToRemove; TArray<UActorComponent*> ToRemove;
for (UActorComponent* Comp : Actor->GetComponentsByInterface(UPS_Editor_PointPlaceable::StaticClass()))
{
// Don't remove — PointPlaceable is on the actor itself, not a component
}
if (UActorComponent* Spawnable = Actor->FindComponentByClass<UPS_Editor_SpawnableComponent>()) if (UActorComponent* Spawnable = Actor->FindComponentByClass<UPS_Editor_SpawnableComponent>())
{ {
ToRemove.Add(Spawnable); ToRemove.Add(Spawnable);
@@ -123,14 +132,54 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
return true; return true;
} }
bool UPS_Editor_SceneLoader::LoadSceneFromData(UWorld* World, const FPS_Editor_SceneData& SceneData, TArray<AActor*>& OutActors, EPS_Editor_SceneLoadFilter Filter) int32 UPS_Editor_SceneLoader::UnloadScenario(const UObject* WorldContextObject)
{
int32 Destroyed = 0;
for (TWeakObjectPtr<AActor>& Weak : TrackedSpawnedActors)
{
if (AActor* Actor = Weak.Get())
{
Actor->Destroy();
++Destroyed;
}
// else: already gone (GC, manual destroy, level reload) — skip silently
}
TrackedSpawnedActors.Reset();
if (Destroyed > 0)
{
UE_LOG(LogTemp, Log, TEXT("PS_Editor SceneLoader: UnloadScenario destroyed %d actor(s)"), Destroyed);
}
return Destroyed;
}
bool UPS_Editor_SceneLoader::LoadScenarioFromData(UWorld* World, const FPS_Editor_SceneData& SceneData, TArray<AActor*>& OutActors, EPS_Editor_SceneLoadFilter Filter)
{ {
if (!World) if (!World)
{ {
return false; return false;
} }
UPS_Editor_TimelineSubsystem* TimelineSS = World->GetSubsystem<UPS_Editor_TimelineSubsystem>(); // Defensive: reaching the gameplay-side SceneLoader means we are NOT in the runtime
// editor (the editor uses UPS_Editor_SceneSerializer instead). Force the static flag
// false now so subsequent IsInEditorMode() checks reflect reality even if a previous
// PIE session left the static at 'true' — PIE keeps C++ statics across stop/start, and
// a forced PIE-stop or BP-driven OpenLevel can skip the EndPlay reset on the editor PC.
bIsEditorModeActive = false;
// Apply the scenario's dynamic-navigation flag BEFORE spawning actors. If the scenario
// needs runtime nav generation, switching the level's RecastNavMesh to Dynamic now
// means the actors we're about to spawn will dirty + rebuild tiles around them. Cooked
// Static nav is preserved on disk for scenarios that don't need this.
PS_Editor_NavUtils::SetDynamicNavigationEnabled(World, SceneData.bUseDynamicNavigation);
// PreloadOnly is the briefing path: only player-placement markers / briefing props
// should spawn, and the briefing scene runs its OWN timeline (don't push the scenario's
// timeline data or auto-play it). Skip the timeline subsystem entirely in that case.
const bool bSkipTimeline = (Filter == EPS_Editor_SceneLoadFilter::PreloadOnly);
UPS_Editor_TimelineSubsystem* TimelineSS = bSkipTimeline
? nullptr
: World->GetSubsystem<UPS_Editor_TimelineSubsystem>();
int32 SpawnedCount = 0; int32 SpawnedCount = 0;
@@ -140,7 +189,8 @@ bool UPS_Editor_SceneLoader::LoadSceneFromData(UWorld* World, const FPS_Editor_S
AActor* SpawnedActor = SpawnActorFromData(World, ActorData, Filter); AActor* SpawnedActor = SpawnActorFromData(World, ActorData, Filter);
if (SpawnedActor) if (SpawnedActor)
{ {
// Register the stable ID so timeline tracks can find this actor // Register the stable ID so timeline tracks can find this actor.
// Only when timeline is active for this load (PreloadOnly skips the subsystem).
if (TimelineSS && ActorData.ActorId.IsValid()) if (TimelineSS && ActorData.ActorId.IsValid())
{ {
TimelineSS->RegisterActorId(SpawnedActor, ActorData.ActorId); TimelineSS->RegisterActorId(SpawnedActor, ActorData.ActorId);
@@ -206,8 +256,8 @@ bool UPS_Editor_SceneLoader::LoadSceneFromData(UWorld* World, const FPS_Editor_S
} }
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor SceneLoader: Loaded %d actors from scene '%s'"), UE_LOG(LogTemp, Log, TEXT("PS_Editor SceneLoader: Loaded %d actor(s) from scenario '%s' [filter=%d]"),
SpawnedCount, *SceneData.SceneName); SpawnedCount, *SceneData.SceneName, (int32)Filter);
return SpawnedCount > 0; return SpawnedCount > 0;
} }

View File

@@ -5,7 +5,7 @@
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "PS_Editor_SceneLoader.generated.h" #include "PS_Editor_SceneLoader.generated.h"
/** Filter for selective scene loading. */ /** Filter for selective scenario loading. */
UENUM(BlueprintType) UENUM(BlueprintType)
enum class EPS_Editor_SceneLoadFilter : uint8 enum class EPS_Editor_SceneLoadFilter : uint8
{ {
@@ -15,20 +15,27 @@ enum class EPS_Editor_SceneLoadFilter : uint8
}; };
/** /**
* Standalone scene loader for PS_Editor. * Standalone scenario loader for PS_Editor.
* Loads a JSON scene file and spawns all actors with their properties and spline data. * A "scenario" is a .pss file describing actors + properties + timeline saved by the runtime
* editor. This loader spawns those actors into an already-loaded UE level — it does NOT
* change the current UE level. Spawning is additive: existing world content is preserved.
* *
* This is the entry point for GAME MODE usage — it does NOT require * This is the entry point for GAME MODE usage — it does NOT require
* PS_Editor's PlayerController, SelectionManager, Gizmo, or UI. * PS_Editor's PlayerController, SelectionManager, Gizmo, or UI.
* Just call LoadScene() from your GameMode's BeginPlay. * Just call LoadScenario() from your GameMode's BeginPlay.
* *
* Usage: * Usage:
* void AMyGameMode::BeginPlay() * void AMyGameMode::BeginPlay()
* { * {
* Super::BeginPlay(); * Super::BeginPlay();
* TArray<AActor*> SpawnedActors; * TArray<AActor*> SpawnedActors;
* UPS_Editor_SceneLoader::LoadScene(GetWorld(), TEXT("MyScene"), SpawnedActors); * UPS_Editor_SceneLoader::LoadScenario(GetWorld(), TEXT("MyScenario"), SpawnedActors);
* } * }
*
* Briefing usage (player placement markers only, no timeline animation):
* UPS_Editor_SceneLoader::UnloadScenario(this);
* UPS_Editor_SceneLoader::LoadScenario(this, TEXT("MyScenario"), Out, true,
* EPS_Editor_SceneLoadFilter::PreloadOnly);
*/ */
UCLASS() UCLASS()
class PS_EDITOR_API UPS_Editor_SceneLoader : public UBlueprintFunctionLibrary class PS_EDITOR_API UPS_Editor_SceneLoader : public UBlueprintFunctionLibrary
@@ -37,56 +44,71 @@ class PS_EDITOR_API UPS_Editor_SceneLoader : public UBlueprintFunctionLibrary
public: public:
/** /**
* Load a scene from a JSON file and spawn all actors. * Load a scenario from a .pss file and spawn its actors into the current world.
* *
* @param World The world to spawn actors into. * The call is additive — existing world content is preserved. Spawned actors are tracked
* @param SceneName Scene name (without .json extension). * internally so UnloadScenario() can clean them up; this lets you switch scenarios at
* @param OutActors Filled with all spawned actors. * runtime (typical briefing flow). When Filter == PreloadOnly, the timeline subsystem is
* NOT touched (no SetData, no auto-play, no ActorId registration) so a briefing scene's
* own timeline keeps running untouched.
*
* @param ScenarioName Scenario name (without .pss extension).
* @param OutActors Filled with all spawned actors (also tracked internally).
* @param bStripEditorComponents If true, removes SpawnableComponent and EditableComponent after spawn (cleaner for gameplay). * @param bStripEditorComponents If true, removes SpawnableComponent and EditableComponent after spawn (cleaner for gameplay).
* @return True if the scene was loaded successfully. * @param Filter Which actors to spawn. PreloadOnly = briefing-only, skips timeline setup.
* @return True if the scenario was loaded successfully.
*/ */
UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
static bool LoadScene(const UObject* WorldContextObject, const FString& SceneName, TArray<AActor*>& OutActors, static bool LoadScenario(const UObject* WorldContextObject, const FString& ScenarioName, TArray<AActor*>& OutActors,
bool bStripEditorComponents = true, EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::All); bool bStripEditorComponents = true, EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::All);
/** /**
* Load scene from an already-parsed SceneData struct. * Destroy every actor previously spawned via LoadScenario(). No-op if nothing was loaded
* Useful if you want to parse the JSON yourself or modify data before spawning. * or all tracked actors have already been GC'd / manually destroyed.
* Call this before LoadScenario() when switching scenarios.
* @return Number of actors destroyed.
*/ */
static bool LoadSceneFromData(UWorld* World, const FPS_Editor_SceneData& SceneData, TArray<AActor*>& OutActors, UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
static int32 UnloadScenario(const UObject* WorldContextObject);
/**
* Load scenario actors from an already-parsed SceneData struct.
* Useful if you want to parse the .pss JSON yourself or modify data before spawning.
*/
static bool LoadScenarioFromData(UWorld* World, const FPS_Editor_SceneData& SceneData, TArray<AActor*>& OutActors,
EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::All); EPS_Editor_SceneLoadFilter Filter = EPS_Editor_SceneLoadFilter::All);
/** /**
* Get the directory where scenes are stored. * Get the directory where scenarios are stored.
*/ */
UFUNCTION(BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static FString GetScenesDirectory(); static FString GetScenesDirectory();
/** /**
* Get the full file path for a scene name. * Get the full file path for a scenario name.
*/ */
UFUNCTION(BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static FString GetSceneFilePath(const FString& SceneName); static FString GetSceneFilePath(const FString& SceneName);
/** Get the full file path for a scene name and its base level. Uses level-specific subdirectory. */ /** Get the full file path for a scenario name and its base level. Uses level-specific subdirectory. */
UFUNCTION(BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static FString GetSceneFilePathForLevel(const FString& SceneName, const FString& LevelName); static FString GetSceneFilePathForLevel(const FString& SceneName, const FString& LevelName);
/** /**
* Get all saved scene names. Optionally filter by level name. * Get all saved scenario names. Optionally filter by level name.
* @param LevelFilter If not empty, only return scenes associated with this level. * @param LevelFilter If not empty, only return scenarios associated with this level.
*/ */
UFUNCTION(BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static TArray<FString> GetSavedSceneNames(const FString& LevelFilter = TEXT("")); static TArray<FString> GetSavedSceneNames(const FString& LevelFilter = TEXT(""));
/** /**
* Get the level name associated with a saved scene (reads the JSON header without spawning). * Get the level name associated with a saved scenario (reads the JSON header without spawning).
*/ */
UFUNCTION(BlueprintCallable, Category = "PS_Editor") UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static FString GetSceneLevelName(const FString& SceneName); static FString GetSceneLevelName(const FString& SceneName);
/** /**
* Returns true while a scene is being loaded (actors are being spawned from JSON). * Returns true while a scenario is being loaded (actors are being spawned from JSON).
* Use in BeginPlay to skip default initialization — wait for OnPropertiesLoaded instead. * Use in BeginPlay to skip default initialization — wait for OnPropertiesLoaded instead.
*/ */
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS_Editor") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS_Editor")
@@ -103,7 +125,7 @@ public:
static bool IsInEditorMode() { return bIsEditorModeActive; } static bool IsInEditorMode() { return bIsEditorModeActive; }
/** /**
* Get all saved scenes for the current level. * Get all saved scenarios for the current level.
*/ */
UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject")) UFUNCTION(BlueprintCallable, Category = "PS_Editor", meta = (WorldContext = "WorldContextObject"))
static TArray<FString> GetSavedSceneNamesForCurrentLevel(const UObject* WorldContextObject); static TArray<FString> GetSavedSceneNamesForCurrentLevel(const UObject* WorldContextObject);
@@ -114,4 +136,8 @@ private:
/** Apply custom editable properties to a spawned actor. */ /** Apply custom editable properties to a spawned actor. */
static void ApplyCustomProperties(AActor* Actor, const TMap<FString, FString>& CustomProperties); static void ApplyCustomProperties(AActor* Actor, const TMap<FString, FString>& CustomProperties);
/** Actors spawned via LoadScenario(), tracked so UnloadScenario() can find them.
* TWeakObjectPtr handles GC / manual destruction gracefully (skipped at unload time). */
static TArray<TWeakObjectPtr<AActor>> TrackedSpawnedActors;
}; };

View File

@@ -14,6 +14,7 @@
#include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/CharacterMovementComponent.h"
#include "PS_Editor_SplineEditable.h" #include "PS_Editor_SplineEditable.h"
#include "PS_Editor_TimelineSubsystem.h" #include "PS_Editor_TimelineSubsystem.h"
#include "PS_Editor_NavUtils.h"
#include "JsonObjectConverter.h" #include "JsonObjectConverter.h"
#include "Misc/FileHelper.h" #include "Misc/FileHelper.h"
#include "Misc/Paths.h" #include "Misc/Paths.h"
@@ -110,7 +111,7 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor)) if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor))
{ {
Spline->ExportToCustomProperties(ActorData.CustomProperties); Spline->ExportToCustomProperties(ActorData.CustomProperties);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Exported spline with %d points, class=%s"), UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Exported spline with %d points, class=%s"),
Spline->GetNumPoints(), *ActorData.ClassPath); Spline->GetNumPoints(), *ActorData.ClassPath);
} }
@@ -166,6 +167,13 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_
SceneData.Timeline = TimelineSS->GetData(); SceneData.Timeline = TimelineSS->GetData();
} }
// Per-scenario settings — read from the SpawnManager's session state.
if (SpawnManager)
{
SceneData.bUseDynamicNavigation = SpawnManager->bUseDynamicNavigation;
SceneData.ScenarioType = SpawnManager->ScenarioType;
}
// Convert to JSON // Convert to JSON
FString JsonString; FString JsonString;
if (!FJsonObjectConverter::UStructToJsonObjectString(SceneData, JsonString, 0, 0, 0, nullptr, true)) if (!FJsonObjectConverter::UStructToJsonObjectString(SceneData, JsonString, 0, 0, 0, nullptr, true))
@@ -194,7 +202,7 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_
return true; return true;
} }
bool UPS_Editor_SceneSerializer::LoadScene(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager) bool UPS_Editor_SceneSerializer::LoadScenario(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager)
{ {
if (!SpawnManager || SceneName.IsEmpty()) if (!SpawnManager || SceneName.IsEmpty())
{ {
@@ -438,6 +446,24 @@ bool UPS_Editor_SceneSerializer::LoadScene(const FString& SceneName, UPS_Editor_
} }
} }
// Per-scenario settings — push into the SpawnManager's session state and apply
// the dynamic-navigation switch to the level's RecastNavMesh actors right away.
if (SpawnManager)
{
SpawnManager->bUseDynamicNavigation = SceneData.bUseDynamicNavigation;
SpawnManager->ScenarioType = SceneData.ScenarioType;
if (APS_Editor_PlayerController* EditorPC = Cast<APS_Editor_PlayerController>(GetOuter()))
{
PS_Editor_NavUtils::SetDynamicNavigationEnabled(EditorPC->GetWorld(), SpawnManager->bUseDynamicNavigation);
}
// Re-add any mandatory actors missing from the loaded scene. Handles legacy saves
// that predate the bIsMandatory flag — the mandatory actor is auto-spawned at the
// baseLevel's MandatorySpawnAnchor. If all mandatory actors were already in the JSON,
// this is a no-op.
SpawnManager->EnsureMandatoryActorsPresent();
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scene loaded: %s (%d actors)"), *SceneName, SpawnedCount); UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scene loaded: %s (%d actors)"), *SceneName, SpawnedCount);
return true; return true;
} }
@@ -494,6 +520,14 @@ void UPS_Editor_SceneSerializer::ClearScene(UPS_Editor_SpawnManager* SpawnManage
} }
} }
} }
// NOTE: Mandatory-actor auto-spawn is intentionally NOT done here. ClearScene is called
// from three contexts: (1) "New Scenario" button (we want mandatory spawn — handled in the
// widget after ClearScene returns), (2) LoadScenario before re-spawning saved actors (we
// don't want it — the JSON itself contains the mandatory actor, and there's a final
// EnsureMandatoryActorsPresent at the end of LoadScenario that handles legacy saves), and
// (3) BaseLevel switch (we don't want it — the new baseLevel isn't loaded yet, the
// MandatoryAnchor isn't in the world; the post-OnLevelShown hook handles that).
} }
FString UPS_Editor_SceneSerializer::GetSceneFilePath(const FString& SceneName) const FString UPS_Editor_SceneSerializer::GetSceneFilePath(const FString& SceneName) const

View File

@@ -21,8 +21,8 @@ public:
/** Save the current spawned actors to a JSON file. */ /** Save the current spawned actors to a JSON file. */
bool SaveScene(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager); bool SaveScene(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager);
/** Load a scene from a JSON file. Destroys current spawned actors and re-spawns from file. */ /** Load a scenario from a .pss file. Destroys current spawned actors and re-spawns from file. */
bool LoadScene(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager); bool LoadScenario(const FString& SceneName, UPS_Editor_SpawnManager* SpawnManager);
/** Get a list of all saved scene names (without .json extension). */ /** Get a list of all saved scene names (without .json extension). */
TArray<FString> GetSavedSceneNames() const; TArray<FString> GetSavedSceneNames() const;

View File

@@ -181,7 +181,7 @@ void UPS_Editor_EditableComponent::PostEditChangeProperty(FPropertyChangedEvent&
FPS_Editor_EditablePropertyEntry NewEntry; FPS_Editor_EditablePropertyEntry NewEntry;
NewEntry.Path = FullPath; NewEntry.Path = FullPath;
EditableProperties.Add(NewEntry); EditableProperties.Add(NewEntry);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Added editable property: %s"), *FullPath.ToString()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Added editable property: %s"), *FullPath.ToString());
} }
AddProperty = NAME_None; // Reset for next pick AddProperty = NAME_None; // Reset for next pick

View File

@@ -0,0 +1,230 @@
#include "PS_Editor_FloorCutManager.h"
#include "PS_Editor_MandatoryAnchor.h"
#include "PS_Editor_SceneLoader.h"
#include "Components/PrimitiveComponent.h"
#include "EngineUtils.h"
#include "Engine/World.h"
bool UPS_Editor_FloorCutManager::ShouldCreateSubsystem(UObject* Outer) const
{
// Only create on real game worlds — skip preview / inactive worlds.
if (const UWorld* World = Cast<UWorld>(Outer))
{
const EWorldType::Type WT = World->WorldType;
return WT == EWorldType::Game || WT == EWorldType::PIE || WT == EWorldType::Editor;
}
return false;
}
void UPS_Editor_FloorCutManager::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
bEnabled = false;
HeightAboveAnchor = 200.f;
bAnchorZCached = false;
CachedAnchorZ = 0.f;
}
void UPS_Editor_FloorCutManager::Deinitialize()
{
// Restore everything we touched, so a world tear-down leaves a clean state.
RestoreAll();
Snapshots.Empty();
Super::Deinitialize();
}
void UPS_Editor_FloorCutManager::SetEnabled(bool bInEnabled)
{
// Editor-only feature: silently ignore in gameplay mode. The widgets gate calls already,
// but this is a belt-and-braces safety so nothing leaks into a SceneLoader-driven runtime.
if (!UPS_Editor_SceneLoader::IsInEditorMode())
{
if (bEnabled)
{
RestoreAll();
bEnabled = false;
}
return;
}
if (bEnabled == bInEnabled) return;
bEnabled = bInEnabled;
if (bEnabled)
{
ApplyCutToWorld();
}
else
{
RestoreAll();
}
}
void UPS_Editor_FloorCutManager::SetHeightAboveAnchor(float HeightCm)
{
// Clamp to a sane range matching the UI slider (01000 cm).
HeightCm = FMath::Clamp(HeightCm, 0.f, 10000.f);
if (FMath::IsNearlyEqual(HeightAboveAnchor, HeightCm)) return;
HeightAboveAnchor = HeightCm;
if (bEnabled)
{
ApplyCutToWorld();
}
}
float UPS_Editor_FloorCutManager::GetCutWorldZ() const
{
if (!bAnchorZCached)
{
// Const-cast acceptable: lazy cache only, no observable mutation of "logical" state.
const_cast<UPS_Editor_FloorCutManager*>(this)->ResolveAnchorZ();
}
return CachedAnchorZ + HeightAboveAnchor;
}
void UPS_Editor_FloorCutManager::ReapplyCut()
{
if (!bEnabled) return;
ApplyCutToWorld();
}
void UPS_Editor_FloorCutManager::OnActorSpawned(AActor* Actor)
{
if (!bEnabled || !Actor) return;
ResolveAnchorZ();
const float CutZ = CachedAnchorZ + HeightAboveAnchor;
TArray<UPrimitiveComponent*> Prims;
Actor->GetComponents<UPrimitiveComponent>(Prims);
for (UPrimitiveComponent* P : Prims)
{
ApplyCutToComponent(P, CutZ);
}
}
void UPS_Editor_FloorCutManager::InvalidateAnchorCache()
{
bAnchorZCached = false;
}
float UPS_Editor_FloorCutManager::ResolveAnchorZ()
{
bAnchorZCached = true;
CachedAnchorZ = 0.f;
UWorld* World = GetWorld();
if (!World) return CachedAnchorZ;
for (TActorIterator<APS_Editor_MandatoryAnchor> It(World); It; ++It)
{
if (APS_Editor_MandatoryAnchor* Anchor = *It)
{
CachedAnchorZ = Anchor->GetActorLocation().Z;
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: FloorCut anchor Z = %f"), CachedAnchorZ);
return CachedAnchorZ;
}
}
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: FloorCut — no APS_Editor_MandatoryAnchor found, using world Z=0 as reference"));
return CachedAnchorZ;
}
void UPS_Editor_FloorCutManager::ApplyCutToWorld()
{
UWorld* World = GetWorld();
if (!World) return;
ResolveAnchorZ();
const float CutZ = CachedAnchorZ + HeightAboveAnchor;
int32 Hidden = 0;
int32 Visible = 0;
for (TActorIterator<AActor> ActorIt(World); ActorIt; ++ActorIt)
{
AActor* Actor = *ActorIt;
if (!Actor) continue;
// Never hide the anchor itself (it's hidden in game anyway, but defensive).
if (Actor->IsA<APS_Editor_MandatoryAnchor>()) continue;
TArray<UPrimitiveComponent*> Prims;
Actor->GetComponents<UPrimitiveComponent>(Prims);
for (UPrimitiveComponent* P : Prims)
{
if (!P) continue;
const FBoxSphereBounds B = P->Bounds;
const float MinZ = B.Origin.Z - B.BoxExtent.Z;
if (MinZ > CutZ)
{
ApplyCutToComponent(P, CutZ);
++Hidden;
}
else
{
// Component sits at or straddles the plane → must be in its restored state.
RestoreComponent(P);
++Visible;
}
}
}
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: FloorCut applied — CutZ=%.1f, hidden=%d, kept=%d, anchor=%.1f, height=%.1f"),
CutZ, Hidden, Visible, CachedAnchorZ, HeightAboveAnchor);
}
void UPS_Editor_FloorCutManager::ApplyCutToComponent(UPrimitiveComponent* Comp, float CutZ)
{
if (!Comp) return;
const FBoxSphereBounds B = Comp->Bounds;
const float MinZ = B.Origin.Z - B.BoxExtent.Z;
if (MinZ <= CutZ)
{
// Below the plane — make sure it is in its restored state (caller may not have).
RestoreComponent(Comp);
return;
}
// Snapshot before first mutation, so we can restore the exact original state.
TWeakObjectPtr<UPrimitiveComponent> Key(Comp);
if (!Snapshots.Contains(Key))
{
FCutSnapshot Snap;
Snap.bWasVisible = Comp->IsVisible();
Snap.CollisionEnabled = Comp->GetCollisionEnabled();
Snapshots.Add(Key, Snap);
}
Comp->SetVisibility(false, /*bPropagateToChildren=*/false);
Comp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
void UPS_Editor_FloorCutManager::RestoreComponent(UPrimitiveComponent* Comp)
{
if (!Comp) return;
TWeakObjectPtr<UPrimitiveComponent> Key(Comp);
const FCutSnapshot* Snap = Snapshots.Find(Key);
if (!Snap) return;
Comp->SetVisibility(Snap->bWasVisible, /*bPropagateToChildren=*/false);
Comp->SetCollisionEnabled(Snap->CollisionEnabled);
Snapshots.Remove(Key);
}
void UPS_Editor_FloorCutManager::RestoreAll()
{
for (auto It = Snapshots.CreateIterator(); It; ++It)
{
UPrimitiveComponent* Comp = It.Key().Get();
if (Comp)
{
Comp->SetVisibility(It.Value().bWasVisible, /*bPropagateToChildren=*/false);
Comp->SetCollisionEnabled(It.Value().CollisionEnabled);
}
}
Snapshots.Empty();
}

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@@ -0,0 +1,101 @@
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/WorldSubsystem.h"
#include "Engine/EngineTypes.h"
#include "UObject/WeakObjectPtr.h"
#include "PS_Editor_FloorCutManager.generated.h"
class UPrimitiveComponent;
class APS_Editor_MandatoryAnchor;
/**
* Editor-only horizontal "floor cut" plane.
*
* Hides every UPrimitiveComponent whose world-space bounds-min Z is strictly above
* AnchorZ + HeightAboveAnchor, by toggling per-component visibility and collision.
* The original state is snapshotted before any modification and restored on disable
* (or on plugin exit), so the feature is non-destructive.
*
* Editor-only by design — the gameplay runtime loaded via SceneLoader::LoadScene never
* touches this subsystem. UI in the editor widgets is the only consumer.
*
* Limitations:
* - Components straddling the cut plane (minZ <= cut <= maxZ) stay fully visible.
* Per-pixel cuts would require modifying master materials, which we explicitly
* don't want.
* - Anchor Z is sampled once and cached. If the user moves the APS_Editor_MandatoryAnchor
* at runtime, call InvalidateAnchorCache() to re-sample.
*
* Usage:
* - Get via UWorld::GetSubsystem<UPS_Editor_FloorCutManager>(World)
* - SetEnabled(true), SetHeightAboveAnchor(200.f)
* - OnActorSpawned(NewActor) when SpawnManager spawns a new actor while active
*/
UCLASS()
class PS_EDITOR_API UPS_Editor_FloorCutManager : public UWorldSubsystem
{
GENERATED_BODY()
public:
// UWorldSubsystem
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
/** Enable / disable the cut. On disable, all snapshotted components are restored. */
void SetEnabled(bool bInEnabled);
bool IsEnabled() const { return bEnabled; }
/** Set the cut height in centimeters above the MandatoryAnchor. Re-applies immediately
* if the cut is enabled. */
void SetHeightAboveAnchor(float HeightCm);
float GetHeightAboveAnchor() const { return HeightAboveAnchor; }
/** Computed world Z of the cut plane (AnchorZ + HeightAboveAnchor). Returns
* TNumericLimits<float>::Max() if no anchor is found. */
float GetCutWorldZ() const;
/** Force a re-application of the current cut on all current components.
* Cheap (no allocation if components haven't moved). */
void ReapplyCut();
/** Called by the SpawnManager whenever it spawns a new actor while the cut is
* active, so the new actor's primitives are evaluated against the cut. */
void OnActorSpawned(AActor* Actor);
/** Drop the cached anchor Z (re-sampled on next ReapplyCut). */
void InvalidateAnchorCache();
private:
/** Per-component snapshot of the state we tweak, so we can restore exactly. */
struct FCutSnapshot
{
bool bWasVisible = true;
TEnumAsByte<ECollisionEnabled::Type> CollisionEnabled = ECollisionEnabled::QueryAndPhysics;
};
/** Apply the cut to a single primitive (snapshot if needed, then hide). */
void ApplyCutToComponent(UPrimitiveComponent* Comp, float CutZ);
/** Restore a single primitive from its snapshot, if any. */
void RestoreComponent(UPrimitiveComponent* Comp);
/** Walk the world and apply the cut to every primitive. */
void ApplyCutToWorld();
/** Restore every snapshotted primitive. */
void RestoreAll();
/** Find the world Z of the first MandatoryAnchor in the world, or fall back to 0.
* Result is cached in CachedAnchorZ. */
float ResolveAnchorZ();
bool bEnabled = false;
float HeightAboveAnchor = 200.f; // cm — default 2m as agreed with user
bool bAnchorZCached = false;
float CachedAnchorZ = 0.f;
/** Snapshots of components we have modified, keyed by weak pointer so destroyed
* primitives are simply ignored on restore. */
TMap<TWeakObjectPtr<UPrimitiveComponent>, FCutSnapshot> Snapshots;
};

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@@ -0,0 +1,41 @@
#include "PS_Editor_MandatoryAnchor.h"
#include "Components/SceneComponent.h"
#include "Components/ArrowComponent.h"
#include "Components/BillboardComponent.h"
#include "UObject/ConstructorHelpers.h"
APS_Editor_MandatoryAnchor::APS_Editor_MandatoryAnchor()
{
PrimaryActorTick.bCanEverTick = false;
USceneComponent* Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
RootComponent = Root;
#if WITH_EDITORONLY_DATA
SpriteComponent = CreateDefaultSubobject<UBillboardComponent>(TEXT("Sprite"));
SpriteComponent->SetupAttachment(Root);
SpriteComponent->SetHiddenInGame(true);
SpriteComponent->bIsScreenSizeScaled = true;
SpriteComponent->ScreenSize = 0.0015f;
// Target-point icon — clearly distinct from APS_Editor_CameraStart's note icon.
// (Engine/EditorResources/S_Pivot does not exist in UE 5.5 — using S_TargetPoint instead,
// which fits the "positional anchor marker" semantic and avoids the cook-time
// "Failed to find /Engine/EditorResources/S_Pivot" CDO error.)
static ConstructorHelpers::FObjectFinder<UTexture2D> IconFinder(TEXT("/Engine/EditorResources/S_TargetPoint"));
if (IconFinder.Succeeded())
{
SpriteComponent->SetSprite(IconFinder.Object);
}
ArrowComponent = CreateDefaultSubobject<UArrowComponent>(TEXT("Arrow"));
ArrowComponent->SetupAttachment(Root);
ArrowComponent->ArrowColor = FColor(255, 200, 60); // orange so it pops in the viewport
ArrowComponent->ArrowSize = 1.5f;
ArrowComponent->bIsScreenSizeScaled = true;
ArrowComponent->SetHiddenInGame(true);
#endif
// The anchor is purely a marker — no rendering in PIE / packaged
SetActorHiddenInGame(true);
}

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@@ -0,0 +1,38 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "PS_Editor_MandatoryAnchor.generated.h"
/**
* Standalone marker actor that defines where mandatory actors
* (UPS_Editor_SpawnableComponent::bIsMandatory) auto-spawn when a new scenario is created
* or when a legacy save is missing one.
*
* Usage:
* - Place ONE instance of this actor in each baseLevel
* - Position it freely — independent from APS_Editor_CameraStart
* - Save the level
*
* The actor is hidden in game / PIE; it has a visible orange arrow + sprite in the level
* editor for placement. SpawnManager::EnsureMandatoryActorsPresent reads its world transform.
*/
UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "PS Editor Mandatory Anchor"))
class PS_EDITOR_API APS_Editor_MandatoryAnchor : public AActor
{
GENERATED_BODY()
public:
APS_Editor_MandatoryAnchor();
#if WITH_EDITORONLY_DATA
protected:
/** Editor-only billboard sprite so the actor is easy to pick in the level. */
UPROPERTY(VisibleAnywhere, Category = "PS_Editor")
TObjectPtr<class UBillboardComponent> SpriteComponent;
/** Editor-only forward arrow visualizing the anchor's orientation. */
UPROPERTY(VisibleAnywhere, Category = "PS_Editor")
TObjectPtr<class UArrowComponent> ArrowComponent;
#endif
};

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@@ -0,0 +1,348 @@
#include "PS_Editor_NavUtils.h"
#include "NavigationSystem.h"
#include "NavigationData.h"
#include "NavMesh/RecastNavMesh.h"
#include "Engine/World.h"
#include "Engine/GameViewportClient.h"
#include "GameFramework/PlayerController.h"
#include "Kismet/GameplayStatics.h"
#include "DrawDebugHelpers.h"
#include "ProceduralMeshComponent.h"
#include "Materials/MaterialInterface.h"
#include "UObject/ConstructorHelpers.h"
#include "UObject/SoftObjectPath.h"
namespace PS_Editor_NavUtils
{
// ANavigationData::RuntimeGeneration and bEnableDrawing are both protected. Local
// using-trick subclass to re-publish them — the C++ access check uses the static
// type, so a static_cast through this exposing class lets us read/write them
// without modifying the engine.
struct FNavDataAccessor : public ANavigationData
{
using ANavigationData::RuntimeGeneration;
using ANavigationData::bEnableDrawing;
};
// Recast-specific draw flags exposer.
struct FRecastAccessor : public ARecastNavMesh
{
using ARecastNavMesh::bDrawTriangleEdges;
using ARecastNavMesh::bDrawPolyEdges;
using ARecastNavMesh::bDrawNavMeshEdges;
using ARecastNavMesh::bDrawTileBounds;
};
void SetRuntimeGenerationMode(UWorld* World, ERuntimeGenerationType Mode)
{
if (!World) return;
TArray<AActor*> NavMeshActors;
UGameplayStatics::GetAllActorsOfClass(World, ANavigationData::StaticClass(), NavMeshActors);
for (AActor* A : NavMeshActors)
{
if (ANavigationData* NavData = Cast<ANavigationData>(A))
{
FNavDataAccessor* Accessor = static_cast<FNavDataAccessor*>(NavData);
if (Accessor->RuntimeGeneration != Mode)
{
Accessor->RuntimeGeneration = Mode;
}
}
}
}
void SetDynamicNavigationEnabled(UWorld* World, bool bDynamic)
{
SetRuntimeGenerationMode(World,
bDynamic ? ERuntimeGenerationType::Dynamic : ERuntimeGenerationType::Static);
}
void SetNavMeshVisible(UWorld* World, bool bVisible)
{
if (!World) return;
// PIE/runtime nav visualization in UE has multiple gates that all need to align:
//
// 1. ANavigationData::bEnableDrawing — controls whether the rendering
// component creates a scene proxy at all.
// 2. ARecastNavMesh::bDrawNavMeshEdges (+ bDrawPolyEdges, bDrawTileBounds, etc.)
// — control what the proxy actually paints. With bEnableDrawing=true but every
// bDraw* flag false, the proxy is created but draws nothing.
// 3. GameViewportClient::EngineShowFlags.Navigation — the show-flag the
// `show navigation` console command toggles. The proxy is only rendered
// when this flag is on.
// 4. ReregisterAllComponents — if bEnableDrawing was false at construction
// time, the rendering component never created its proxy. Toggling
// bEnableDrawing alone won't recreate it; we have to re-register the
// components so the proxy is rebuilt with the new flag value.
//
// All four are required for runtime visualization to actually appear.
TArray<AActor*> NavMeshActors;
UGameplayStatics::GetAllActorsOfClass(World, ANavigationData::StaticClass(), NavMeshActors);
for (AActor* A : NavMeshActors)
{
if (ANavigationData* NavData = Cast<ANavigationData>(A))
{
FNavDataAccessor* Accessor = static_cast<FNavDataAccessor*>(NavData);
Accessor->bEnableDrawing = bVisible;
// Recast-specific: enable enough draw flags that the proxy actually paints
// something visible. Edges only — tile bounds are noisy.
if (ARecastNavMesh* Recast = Cast<ARecastNavMesh>(NavData))
{
FRecastAccessor* RA = static_cast<FRecastAccessor*>(Recast);
RA->bDrawNavMeshEdges = bVisible;
RA->bDrawPolyEdges = bVisible;
RA->bDrawTriangleEdges = bVisible;
}
// Force proxy recreation. MarkComponentsRenderStateDirty alone is not
// enough when the proxy was never created (bEnableDrawing=false at init).
NavData->ReregisterAllComponents();
}
}
if (UGameViewportClient* GVC = World->GetGameViewport())
{
GVC->EngineShowFlags.SetNavigation(bVisible);
}
}
// ---- Custom navmesh visualization (works without engine modifications) ----
//
// Cache the geometry between frames to avoid the expensive GetDebugGeometry call every
// tick. We refresh it on a small interval (default 0.5s) — enough for visual feedback
// during dynamic nav rebuilds without burning CPU on static maps.
struct FCachedNavMeshGeo
{
TArray<FVector> Vertices;
TArray<int32> TriIndices; // groups of 3 — A B C
};
static TArray<FCachedNavMeshGeo> GCachedNavMeshes;
static float GTimeSinceRefresh = 9999.f; // force initial refresh
// Lift the cached navmesh geometry slightly so the wireframe + translucent surface don't
// z-fight with the floor mesh underneath (the navmesh sits exactly on the walkable surface
// per the cell height, which causes shimmering with translucent materials especially).
// 2cm is enough to suppress visual artifacts on typical level geometry without making the
// overlay look detached from the floor.
static constexpr float NavMeshDrawZOffset = 2.0f;
// ---- Surface visualization (procedural mesh + user-supplied translucent material) ----
//
// We spawn a single persistent actor with one UProceduralMeshComponent that holds the
// triangulated navmesh. Its material is loaded once from a hardcoded soft path:
// /PS_Editor/M_PS_Editor_NavMeshSurface
// Users create that material in the plugin Content folder with their own settings
// (translucent, two-sided, color, etc). If the asset is missing, we log a one-shot warning
// and the surface stays hidden — the wireframe still draws so the feature degrades
// gracefully rather than crashing.
static const TCHAR* GNavMeshSurfaceMaterialPath = TEXT("/PS_Editor/M_PS_Editor_NavMeshSurface.M_PS_Editor_NavMeshSurface");
static TWeakObjectPtr<AActor> GSurfaceActor;
static TWeakObjectPtr<UProceduralMeshComponent> GSurfaceMesh;
static TWeakObjectPtr<UMaterialInterface> GSurfaceMaterial;
static bool GSurfaceMaterialMissingWarned = false;
static UMaterialInterface* LoadSurfaceMaterial()
{
if (GSurfaceMaterial.IsValid()) return GSurfaceMaterial.Get();
// Always retry — LoadObject is cheap when the asset is already loaded, and we want
// the load to succeed even if the material was created AFTER the first attempt
// (Live Coding hot-reload, or user just created the asset). Suppressing retries
// breaks "create the material, hit P, see it work" without restarting the editor.
UMaterialInterface* Mat = LoadObject<UMaterialInterface>(nullptr, GNavMeshSurfaceMaterialPath);
if (Mat)
{
GSurfaceMaterial = Mat;
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: NavMesh surface material loaded from %s"), GNavMeshSurfaceMaterialPath);
GSurfaceMaterialMissingWarned = false;
return Mat;
}
if (!GSurfaceMaterialMissingWarned)
{
GSurfaceMaterialMissingWarned = true;
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: NavMesh surface material not found at %s. ")
TEXT("Create a translucent material at that path to enable surface visualization. ")
TEXT("Falling back to wireframe-only."), GNavMeshSurfaceMaterialPath);
}
return nullptr;
}
static UProceduralMeshComponent* EnsureSurfaceComponent(UWorld* World)
{
if (!World) return nullptr;
if (GSurfaceMesh.IsValid()) return GSurfaceMesh.Get();
// Spawn a minimal actor and add a UProceduralMeshComponent at runtime. The actor is
// transient — never saved with the scenario, never selectable in the editor.
FActorSpawnParameters Params;
Params.ObjectFlags = RF_Transient;
Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
AActor* Actor = World->SpawnActor<AActor>(AActor::StaticClass(), FTransform::Identity, Params);
if (!Actor) return nullptr;
#if WITH_EDITOR
Actor->SetActorLabel(TEXT("PS_Editor_NavMeshSurfaceViz"));
#endif
UProceduralMeshComponent* Mesh = NewObject<UProceduralMeshComponent>(Actor, TEXT("NavMeshSurface"));
Mesh->SetMobility(EComponentMobility::Movable);
Mesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
Mesh->bUseAsyncCooking = false;
Mesh->SetCastShadow(false);
Mesh->SetGenerateOverlapEvents(false);
Mesh->RegisterComponent();
Actor->SetRootComponent(Mesh);
GSurfaceActor = Actor;
GSurfaceMesh = Mesh;
return Mesh;
}
static void DestroySurfaceActor()
{
if (AActor* Actor = GSurfaceActor.Get())
{
Actor->Destroy();
}
GSurfaceActor.Reset();
GSurfaceMesh.Reset();
}
void ClearNavMeshDebugCache()
{
GCachedNavMeshes.Empty();
GTimeSinceRefresh = 9999.f;
DestroySurfaceActor();
}
void DrawNavMeshDebug(UWorld* World, float DeltaTime, float RefreshIntervalSeconds)
{
if (!World) return;
GTimeSinceRefresh += DeltaTime;
if (GTimeSinceRefresh >= RefreshIntervalSeconds || GCachedNavMeshes.Num() == 0)
{
GTimeSinceRefresh = 0.f;
GCachedNavMeshes.Empty();
TArray<AActor*> NavMeshActors;
UGameplayStatics::GetAllActorsOfClass(World, ARecastNavMesh::StaticClass(), NavMeshActors);
for (AActor* A : NavMeshActors)
{
if (ARecastNavMesh* Recast = Cast<ARecastNavMesh>(A))
{
Recast->BeginBatchQuery();
FCachedNavMeshGeo Cached;
// Iterate every tile and pull its debug geometry. UE 5.5 dropped the
// single-call GetDebugGeometry; only the per-tile variant remains.
// As of 5.5 the int32-tile-index overload is deprecated — use the
// FNavTileRef overload via GetAllNavMeshTiles.
TArray<FNavTileRef> TileRefs;
Recast->GetAllNavMeshTiles(TileRefs);
for (const FNavTileRef& TileRef : TileRefs)
{
FRecastDebugGeometry Geo;
Recast->GetDebugGeometryForTile(Geo, TileRef);
const int32 BaseIdx = Cached.Vertices.Num();
Cached.Vertices.Reserve(BaseIdx + Geo.MeshVerts.Num());
for (const FVector& V : Geo.MeshVerts)
{
Cached.Vertices.Add(V + FVector(0.f, 0.f, NavMeshDrawZOffset));
}
for (int32 AreaIdx = 0; AreaIdx < RECAST_MAX_AREAS; ++AreaIdx)
{
const TArray<int32>& AreaIndices = Geo.AreaIndices[AreaIdx];
Cached.TriIndices.Reserve(Cached.TriIndices.Num() + AreaIndices.Num());
for (int32 Idx : AreaIndices)
{
Cached.TriIndices.Add(BaseIdx + Idx);
}
}
}
Recast->FinishBatchQuery();
GCachedNavMeshes.Add(MoveTemp(Cached));
}
}
// Cache rebuilt — also refresh the procedural surface mesh so the translucent
// overlay tracks live navmesh changes. We merge every navmesh's geometry into a
// single section to keep the proc mesh component lightweight (one section, one
// material, one draw call).
if (UProceduralMeshComponent* Surface = EnsureSurfaceComponent(World))
{
TArray<FVector> Vertices;
TArray<int32> Triangles;
for (const FCachedNavMeshGeo& Cached : GCachedNavMeshes)
{
const int32 BaseIdx = Vertices.Num();
Vertices.Append(Cached.Vertices);
Triangles.Reserve(Triangles.Num() + Cached.TriIndices.Num());
for (int32 Idx : Cached.TriIndices)
{
Triangles.Add(BaseIdx + Idx);
}
}
// Empty arrays for normals/UVs/colors/tangents — the unlit translucent material
// the user provides doesn't need them. ProcMesh treats empty arrays as "skip
// this stream", which is fine for an unlit overlay.
static const TArray<FVector> EmptyNormals;
static const TArray<FVector2D> EmptyUVs;
static const TArray<FColor> EmptyColors;
static const TArray<FProcMeshTangent> EmptyTangents;
if (Vertices.Num() > 0 && Triangles.Num() > 0)
{
Surface->CreateMeshSection(/*SectionIndex=*/ 0, Vertices, Triangles,
EmptyNormals, EmptyUVs, EmptyColors, EmptyTangents,
/*bCreateCollision=*/ false);
UMaterialInterface* Mat = LoadSurfaceMaterial();
if (Mat)
{
Surface->SetMaterial(0, Mat);
}
Surface->SetVisibility(true);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: NavMesh surface refreshed — %d verts, %d tris, material=%s"),
Vertices.Num(), Triangles.Num() / 3,
Mat ? *Mat->GetName() : TEXT("<none, wireframe-only>"));
}
else
{
Surface->ClearAllMeshSections();
}
}
}
// Per-frame draw of cached geometry. Lifetime=0 + bPersistent=false means each call
// only paints for one frame, so we get clean redraw every tick.
const FColor EdgeColor(40, 220, 90); // green
for (const FCachedNavMeshGeo& Cached : GCachedNavMeshes)
{
const int32 NumTris = Cached.TriIndices.Num() / 3;
for (int32 t = 0; t < NumTris; ++t)
{
const int32 I0 = Cached.TriIndices[t * 3 + 0];
const int32 I1 = Cached.TriIndices[t * 3 + 1];
const int32 I2 = Cached.TriIndices[t * 3 + 2];
if (!Cached.Vertices.IsValidIndex(I0) || !Cached.Vertices.IsValidIndex(I1) || !Cached.Vertices.IsValidIndex(I2))
{
continue;
}
const FVector& V0 = Cached.Vertices[I0];
const FVector& V1 = Cached.Vertices[I1];
const FVector& V2 = Cached.Vertices[I2];
DrawDebugLine(World, V0, V1, EdgeColor, /*bPersistent=*/ false, /*LifeTime=*/ 0.f, /*DepthPriority=*/ 0, /*Thickness=*/ 1.0f);
DrawDebugLine(World, V1, V2, EdgeColor, false, 0.f, 0, 1.0f);
DrawDebugLine(World, V2, V0, EdgeColor, false, 0.f, 0, 1.0f);
}
}
}
}

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@@ -0,0 +1,55 @@
#pragma once
#include "CoreMinimal.h"
class UWorld;
enum class ERuntimeGenerationType : uint8;
/**
* Centralised helpers for switching the level's RecastNavMesh runtime-generation mode and
* toggling the runtime navmesh visualization. Used by:
* - The runtime editor "Settings" popup (live toggle of dynamic nav + show navmesh)
* - SceneLoader (gameplay path: applies the scenario's bUseDynamicNavigation flag)
* - Scenario save/load (persists bUseDynamicNavigation in JSON)
*/
namespace PS_Editor_NavUtils
{
/**
* Switch every RecastNavMesh in the world to the requested runtime-generation mode.
* Static = baked nav only, no runtime updates (fastest gameplay).
* DynamicModifiersOnly = only NavModifierVolumes affect nav at runtime.
* Dynamic = all collision-affecting actors update the nav mesh on spawn / move.
*
* Idempotent — calling with the same mode the navmesh already has is a no-op.
*/
PS_EDITOR_API void SetRuntimeGenerationMode(UWorld* World, ERuntimeGenerationType Mode);
/** Convenience: switch to Dynamic if bDynamic, Static otherwise. */
PS_EDITOR_API void SetDynamicNavigationEnabled(UWorld* World, bool bDynamic);
/**
* Toggle the runtime navmesh visualization (mimics the editor's P key — green nav lines
* + tile bounds rendered on top of the world). Affects all RecastNavMesh actors in the
* world. Free in editor PIE/Standalone; in shipping packaged builds, debug rendering may
* be stripped depending on build flags.
*/
PS_EDITOR_API void SetNavMeshVisible(UWorld* World, bool bVisible);
/**
* Draw the navmesh as green debug lines for the current frame. Bypasses UE's own nav
* debug renderer (which is gated behind UE_ALLOW_NAVMESH_DEBUG_DRAWING_IN_GAME and
* doesn't work on binary engine installs at runtime). Pulls the geometry from each
* ARecastNavMesh and emits DrawDebugLine calls — works in PIE / Standalone / packaged
* shipping alike.
*
* Internally caches the FRecastDebugGeometry between calls and only refreshes it when
* RefreshIntervalSeconds elapses, since GetDebugGeometry is expensive on big navmeshes.
*
* Call from a per-tick code path while the user wants the visualization shown; stop
* calling when they hide it (DrawDebugLine entries auto-expire after 1 frame).
*/
PS_EDITOR_API void DrawNavMeshDebug(UWorld* World, float DeltaTime, float RefreshIntervalSeconds = 0.5f);
/** Drop the cached debug geometry (call when leaving editor mode / unloading scene). */
PS_EDITOR_API void ClearNavMeshDebugCache();
}

View File

@@ -42,7 +42,7 @@ void UPS_Editor_SpawnCatalog::CaptureAllThumbnails()
// Skip if already has a custom thumbnail // Skip if already has a custom thumbnail
if (SpawnComp->Thumbnail) if (SpawnComp->Thumbnail)
{ {
UE_LOG(LogTemp, Log, TEXT("PS_Editor: %s already has a thumbnail, skipping"), *LoadedClass->GetName()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: %s already has a thumbnail, skipping"), *LoadedClass->GetName());
continue; continue;
} }
@@ -111,7 +111,7 @@ void UPS_Editor_SpawnCatalog::CaptureAllThumbnails()
Blueprint->MarkPackageDirty(); Blueprint->MarkPackageDirty();
Captured++; Captured++;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Captured thumbnail for %s -> %s"), *Blueprint->GetName(), *FullPath); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Captured thumbnail for %s -> %s"), *Blueprint->GetName(), *FullPath);
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Captured %d thumbnails"), Captured); UE_LOG(LogTemp, Log, TEXT("PS_Editor: Captured %d thumbnails"), Captured);

View File

@@ -118,4 +118,16 @@ public:
*/ */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
TArray<FPS_Editor_BaseLevelEntry> BaseLevels; TArray<FPS_Editor_BaseLevelEntry> BaseLevels;
/**
* Optional project-specific enum used to categorize scenarios. The runtime editor's
* "Scenario Type" dropdown (Settings popup) reads this enum to populate its choices.
* The picked value is saved per-scenario as a uint8 (index into the enum) and exposed
* at runtime via UPS_Editor_GameInstanceSubsystem::PendingScenarioType — the gameplay
* GameMode reads it (Byte to Enum) and dispatches its scenario-type-specific logic.
*
* Leave null if your project doesn't use scenario typing — the dropdown is hidden.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
TObjectPtr<UEnum> ScenarioTypeEnum;
}; };

View File

@@ -6,8 +6,12 @@
#include "PS_Editor_PlayerController.h" #include "PS_Editor_PlayerController.h"
#include "PS_Editor_TimelineSubsystem.h" #include "PS_Editor_TimelineSubsystem.h"
#include "PS_Editor_GroundSnap.h" #include "PS_Editor_GroundSnap.h"
#include "PS_Editor_NavUtils.h"
#include "PS_Editor_MandatoryAnchor.h"
#include "PS_Editor_FloorCutManager.h"
#include "AIController.h" #include "AIController.h"
#include "BrainComponent.h" #include "BrainComponent.h"
#include "EngineUtils.h"
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/CharacterMovementComponent.h"
@@ -91,11 +95,7 @@ void UPS_Editor_SpawnManager::AddCatalog(UPS_Editor_SpawnCatalog* InCatalog)
Resolved.Category = SpawnComp ? SpawnComp->Category : TEXT("Default"); Resolved.Category = SpawnComp ? SpawnComp->Category : TEXT("Default");
Resolved.Thumbnail = SpawnComp ? SpawnComp->Thumbnail : nullptr; Resolved.Thumbnail = SpawnComp ? SpawnComp->Thumbnail : nullptr;
Resolved.bIsMandatory = SpawnComp ? SpawnComp->bIsMandatory : false;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved '%s' - SpawnComp=%s, Thumbnail=%s"),
*Resolved.DisplayName,
SpawnComp ? TEXT("found") : TEXT("null"),
Resolved.Thumbnail ? *Resolved.Thumbnail->GetPathName() : TEXT("null"));
ResolvedEntries.Add(Resolved); ResolvedEntries.Add(Resolved);
} }
@@ -311,6 +311,19 @@ AActor* UPS_Editor_SpawnManager::SpawnActorDirect(UClass* ActorClass, FVector Lo
SpawnedActors.Add(SpawnedActor); SpawnedActors.Add(SpawnedActor);
RegisterSpawnedActorId(PC->GetWorld(), SpawnedActor); RegisterSpawnedActorId(PC->GetWorld(), SpawnedActor);
// If the editor's floor-cut is active, evaluate the new actor against it so it doesn't
// appear floating above a "hidden" floor.
if (UWorld* W = PC->GetWorld())
{
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
{
if (FC->IsEnabled())
{
FC->OnActorSpawned(SpawnedActor);
}
}
}
return SpawnedActor; return SpawnedActor;
} }
@@ -336,6 +349,17 @@ void UPS_Editor_SpawnManager::TrackSpawnedActor(AActor* Actor)
if (APlayerController* PC = OwnerPC.Get()) if (APlayerController* PC = OwnerPC.Get())
{ {
RegisterSpawnedActorId(PC->GetWorld(), Actor); RegisterSpawnedActorId(PC->GetWorld(), Actor);
// Re-evaluate against the floor cut (duplicate / paste paths land here).
if (UWorld* W = PC->GetWorld())
{
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
{
if (FC->IsEnabled())
{
FC->OnActorSpawned(Actor);
}
}
}
} }
} }
} }
@@ -423,7 +447,6 @@ AActor* UPS_Editor_SpawnManager::RespawnActorWithProperties(AActor* OldActor, co
if (Prop) if (Prop)
{ {
Prop->ImportText_InContainer(*Pair.Value, Target, Target, PPF_None); Prop->ImportText_InContainer(*Pair.Value, Target, Target, PPF_None);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Respawn apply [%s] = '%s' on %s"), *Pair.Key, *Pair.Value, *Target->GetName());
} }
} }
} }
@@ -469,6 +492,111 @@ void UPS_Editor_SpawnManager::NotifyEditorModeChanged(bool bIsEditing)
} }
} }
bool UPS_Editor_SpawnManager::IsActorDeletable(const AActor* Actor) const
{
if (!Actor) return true;
const UPS_Editor_SpawnableComponent* SpawnComp = Actor->FindComponentByClass<UPS_Editor_SpawnableComponent>();
return !(SpawnComp && SpawnComp->bIsMandatory);
}
void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
{
APlayerController* PC = OwnerPC.Get();
UWorld* World = PC ? PC->GetWorld() : nullptr;
if (!World) return;
// Diagnostic: count how many catalog entries are flagged mandatory. If zero, the user
// likely hasn't restarted PIE since marking the BP — Live Coding doesn't re-resolve the
// catalog, so cached bIsMandatory values stay stale. Surface this clearly in the log.
int32 MandatoryCount = 0;
for (const FPS_Editor_ResolvedEntry& E : ResolvedEntries)
{
if (E.bIsMandatory) ++MandatoryCount;
}
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: EnsureMandatoryActorsPresent — scanning %d catalog entries (%d marked mandatory)"),
ResolvedEntries.Num(), MandatoryCount);
if (MandatoryCount == 0)
{
// Nothing to do. Don't bother locating an anchor.
return;
}
// 1. Locate the standalone APS_Editor_MandatoryAnchor in the loaded baseLevel. We take
// the first one found. If absent, fall back to world origin (with a warning) so
// mandatory actors still land somewhere reachable.
FTransform AnchorXf = FTransform::Identity;
bool bAnchorFound = false;
for (TActorIterator<APS_Editor_MandatoryAnchor> It(World); It; ++It)
{
if (APS_Editor_MandatoryAnchor* Anchor = *It)
{
AnchorXf = Anchor->GetActorTransform();
bAnchorFound = true;
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: MandatoryAnchor found at %s"), *AnchorXf.GetLocation().ToString());
break;
}
}
if (!bAnchorFound)
{
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EnsureMandatoryActorsPresent — no APS_Editor_MandatoryAnchor placed in the baseLevel. Mandatory actors will spawn at world origin."));
}
// 2. For each mandatory class in the catalog: skip if any tracked actor of that class
// already exists, otherwise spawn one at the anchor transform. SpawnActorDirect routes
// through the standard tracking path so the new actor lands in SpawnedActors and gets
// a stable timeline ActorId.
int32 SpawnedNow = 0;
int32 SkippedExisting = 0;
for (const FPS_Editor_ResolvedEntry& Entry : ResolvedEntries)
{
if (!Entry.bIsMandatory || !Entry.ActorClass) continue;
// Already present?
bool bAlreadyPresent = false;
for (const TWeakObjectPtr<AActor>& Weak : SpawnedActors)
{
AActor* Existing = Weak.Get();
if (Existing && Existing->IsA(Entry.ActorClass))
{
bAlreadyPresent = true;
break;
}
}
if (bAlreadyPresent)
{
++SkippedExisting;
continue;
}
AActor* NewActor = SpawnActorDirect(Entry.ActorClass, AnchorXf.GetLocation(),
AnchorXf.Rotator(), AnchorXf.GetScale3D());
if (NewActor)
{
++SpawnedNow;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Mandatory actor auto-spawned: %s at %s"),
*Entry.DisplayName, *AnchorXf.GetLocation().ToString());
// Fire OnPropertiesLoaded so the actor's BP can run its init logic. For loaded
// scenes, the SceneLoader/Serializer already fires this after applying JSON
// properties; mandatory auto-spawn has no properties to apply, but the actor
// still needs the same init hook (e.g. setting up visuals based on defaults).
// Without this call, BP code that relies on OnPropertiesLoaded silently doesn't
// run for auto-spawned actors → the actor stays in its raw post-BeginPlay state.
if (NewActor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
{
IPS_Editor_EditableInterface::Execute_OnPropertiesLoaded(NewActor);
}
}
else
{
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: Failed to spawn mandatory actor %s"), *Entry.DisplayName);
}
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: EnsureMandatoryActorsPresent — done. Spawned=%d, AlreadyPresent=%d"),
SpawnedNow, SkippedExisting);
}
void UPS_Editor_SpawnManager::TickEditorMode(float DeltaTime) void UPS_Editor_SpawnManager::TickEditorMode(float DeltaTime)
{ {
for (const TWeakObjectPtr<AActor>& Weak : SpawnedActors) for (const TWeakObjectPtr<AActor>& Weak : SpawnedActors)
@@ -480,6 +608,24 @@ void UPS_Editor_SpawnManager::TickEditorMode(float DeltaTime)
IPS_Editor_EditableInterface::Execute_OnEditorTick(Actor, DeltaTime); IPS_Editor_EditableInterface::Execute_OnEditorTick(Actor, DeltaTime);
} }
} }
// Custom navmesh visualization (P key / Settings checkbox). Bypasses UE's nav debug
// renderer (which is gated behind UE_ALLOW_NAVMESH_DEBUG_DRAWING_IN_GAME and unusable
// on binary engine builds at runtime). Triangulates each ARecastNavMesh and emits
// DrawDebugLine calls per edge — works in PIE / Standalone / packaged. The proc-mesh
// surface overlay is also (re)built inside DrawNavMeshDebug; on the on→off transition
// we explicitly clear the cache so the surface actor is destroyed (DrawDebugLine entries
// auto-expire after 1 frame, but the proc-mesh actor needs an explicit teardown).
if (bShowNavMesh)
{
PS_Editor_NavUtils::DrawNavMeshDebug(GetWorld(), DeltaTime);
bWasShowingNavMesh = true;
}
else if (bWasShowingNavMesh)
{
PS_Editor_NavUtils::ClearNavMeshDebugCache();
bWasShowingNavMesh = false;
}
} }
TArray<FString> UPS_Editor_SpawnManager::GetCategories() const TArray<FString> UPS_Editor_SpawnManager::GetCategories() const

View File

@@ -24,6 +24,10 @@ struct FPS_Editor_ResolvedEntry
UPROPERTY() UPROPERTY()
TObjectPtr<UTexture2D> Thumbnail; TObjectPtr<UTexture2D> Thumbnail;
/** Cached from UPS_Editor_SpawnableComponent::bIsMandatory at catalog resolution time.
* Mandatory entries are auto-spawned on new-scene/load and hidden from the catalog UI. */
bool bIsMandatory = false;
}; };
/** /**
@@ -75,6 +79,46 @@ public:
/** Notify all spawned actors that implement IPS_Editor_EditableInterface of editor mode change. */ /** Notify all spawned actors that implement IPS_Editor_EditableInterface of editor mode change. */
void NotifyEditorModeChanged(bool bIsEditing); void NotifyEditorModeChanged(bool bIsEditing);
/**
* Walk the catalog, and for every class flagged bIsMandatory that has no instance currently
* tracked in SpawnedActors, spawn one at the world's APS_Editor_CameraStart::MandatorySpawnAnchor
* (or world origin if none found). Idempotent — calling repeatedly is safe; missing instances
* are added, existing ones are left untouched.
*
* Called from SceneSerializer::ClearScene (new scene) and SceneLoader (after JSON load) so
* mandatory actors are guaranteed present whether the user starts fresh or opens a legacy
* save that predates the mandatory flag.
*/
void EnsureMandatoryActorsPresent();
/** Returns false if Actor has a UPS_Editor_SpawnableComponent with bIsMandatory==true.
* Used by the delete code path (Pawn::HandleDelete) to skip mandatory actors silently. */
bool IsActorDeletable(const AActor* Actor) const;
// ---- Per-scenario settings (persisted in JSON) ----
/** If true, switch the level's RecastNavMesh to Dynamic runtime generation when this
* scenario is loaded — both in editor and gameplay. False = keep cooked Static nav.
* Persisted in the scenario JSON; default false. */
bool bUseDynamicNavigation = false;
/** Project-specific scenario type as uint8 (index into MasterCatalog::ScenarioTypeEnum).
* Set via the Settings popup dropdown, persisted in the scenario JSON, pushed into
* PS_Editor_GameInstanceSubsystem::PendingScenarioType at Play click for gameplay
* GameMode to consume. Default 0 (first enum entry). */
uint8 ScenarioType = 0;
// ---- Session-only UI preferences (NOT persisted) ----
/** If true, the navmesh is rendered at runtime (mimics the editor's P key). Personal
* visualization preference, never saved with the scenario. */
bool bShowNavMesh = false;
/** Tracks the previous tick's bShowNavMesh state so TickEditorMode can detect the
* on→off transition and tear down the proc-mesh surface actor that DrawNavMeshDebug
* spawned. Without this, the surface would stay visible after the user toggled it off. */
bool bWasShowingNavMesh = false;
/** Tick all spawned actors that implement IPS_Editor_EditableInterface. */ /** Tick all spawned actors that implement IPS_Editor_EditableInterface. */
void TickEditorMode(float DeltaTime); void TickEditorMode(float DeltaTime);

View File

@@ -54,6 +54,15 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawnable") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawnable")
bool bPreload = false; bool bPreload = false;
/** If true, this actor class is mandatory for any scenario:
* - Auto-spawned on "New Scene" (one instance, at the MandatorySpawnAnchor of the
* baseLevel's APS_Editor_CameraStart, falling back to world origin)
* - On scene load, if missing, auto-added (handles legacy saves cleanly)
* - Cannot be deleted by the user (delete is silently refused with a warning log)
* - Hidden from the catalog (you can't add a 2nd instance) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawnable")
bool bIsMandatory = false;
// ---- Runtime-only: saved movement/rotation settings before editor override ---- // ---- Runtime-only: saved movement/rotation settings before editor override ----
// Set when the editor disables AI/rotation overrides, restored on StartSimulation. // Set when the editor disables AI/rotation overrides, restored on StartSimulation.
bool bSavedMovementState = false; bool bSavedMovementState = false;

View File

@@ -194,20 +194,16 @@ void UPS_Editor_TimelineSubsystem::CaptureBaselinesForAllMissingTracks()
void UPS_Editor_TimelineSubsystem::RestoreBaseline() void UPS_Editor_TimelineSubsystem::RestoreBaseline()
{ {
if (PrePlayBaseline.Num() == 0) return;
// Server-only write path (same guard as ApplyValuesAtTime). // Server-only write path (same guard as ApplyValuesAtTime).
if (UWorld* World = GetWorld()) if (UWorld* World = GetWorld())
{ {
if (World->GetNetMode() == NM_Client) return; if (World->GetNetMode() == NM_Client) return;
} }
const float ZeroEpsilon = 0.0001f;
for (const FPS_Editor_TimelineTrack& Track : Data.Tracks) for (const FPS_Editor_TimelineTrack& Track : Data.Tracks)
{ {
const TPair<FGuid, FName> Key(Track.ActorId, Track.PropertyPath);
const FString* BaselineValue = PrePlayBaseline.Find(Key);
if (!BaselineValue) continue;
AActor* Actor = FindActorById(Track.ActorId); AActor* Actor = FindActorById(Track.ActorId);
if (!Actor) continue; if (!Actor) continue;
UObject* Target = nullptr; UObject* Target = nullptr;
@@ -215,7 +211,39 @@ void UPS_Editor_TimelineSubsystem::RestoreBaseline()
ResolveTarget(Actor, Track.PropertyPath, Target, Prop); ResolveTarget(Actor, Track.PropertyPath, Target, Prop);
if (!Target || !Prop) continue; if (!Target || !Prop) continue;
Prop->ImportText_InContainer(**BaselineValue, Target, Target, PPF_None); // Pick the value to restore:
// - If the user placed a key at (or before) t=0 → use that key's value. This
// matches the natural mental model where a key at t=0 sets the timeline's
// starting state — and lets the user adjust it just by re-keying at t=0
// (otherwise Stop would keep snapping back to the captured pre-animation
// baseline forever, ignoring their edits).
// - Otherwise fall back to the captured pre-animation baseline so Stop still
// undoes whatever the timeline pushed (relevant for tracks whose first key
// is past t=0, e.g. a property that only changes mid-timeline).
const FString* RestoreValue = nullptr;
FString KeyZeroValue;
for (const FPS_Editor_TimelineKey& K : Track.Keys)
{
if (K.Time <= ZeroEpsilon)
{
KeyZeroValue = K.Value;
RestoreValue = &KeyZeroValue;
// Continue scanning in case there are several keys at t≈0 — the LAST one wins
// (matches sort order: later same-time entries override earlier ones).
}
else
{
break; // keys are sorted by time; no need to look past t>0
}
}
if (!RestoreValue)
{
const TPair<FGuid, FName> BaselineKey(Track.ActorId, Track.PropertyPath);
RestoreValue = PrePlayBaseline.Find(BaselineKey);
}
if (!RestoreValue) continue;
Prop->ImportText_InContainer(**RestoreValue, Target, Target, PPF_None);
if (UActorComponent* AsComp = Cast<UActorComponent>(Target)) if (UActorComponent* AsComp = Cast<UActorComponent>(Target))
{ {
AsComp->MarkRenderStateDirty(); AsComp->MarkRenderStateDirty();
@@ -234,15 +262,40 @@ void UPS_Editor_TimelineSubsystem::RestoreBaseline()
} }
} }
// Don't clear the map a subsequent Stop (or Restart) must still restore the same baseline. // Don't clear PrePlayBaseline — subsequent Stops without a t=0 key still need it.
// SetData/Clear are the only resetters. // SetData/Clear are the only resetters.
} }
void UPS_Editor_TimelineSubsystem::Restart() void UPS_Editor_TimelineSubsystem::Restart()
{ {
// Rewind + replay from the start. Done in two steps so simulation transforms are restored // Rewind + replay from the start.
// by Stop() before Play() re-enables AI, giving a clean "from the beginning" rerun. //
Stop(); // We can't just call Stop() then Play() because Stop() goes through
// PlayerController::RequestStopSimulation which DEFERS the actual StopSimulation by
// 500ms (BT grace period). The Play() call right after cancels that pending timer
// AND re-enters StartSimulation early (bSimulating still true), so transforms are
// never restored — characters stay at their current position instead of rewinding.
//
// Fix: do the full reset synchronously here. Fire OnEditorBeforeSimulateStop (via
// RequestStopSimulation(bImmediate=true) so BP behaviour-reset hooks still run),
// then immediately StopSimulation (which restores transforms + fires
// OnEditorSimulateStop), then Play() to capture the rewound transforms and restart
// AI from the clean state.
bIsPlaying = false;
CurrentTime = 0.f;
LastAppliedValues.Empty();
LastAppliedValues.SetNum(Data.Tracks.Num());
RestoreBaseline();
if (APS_Editor_PlayerController* EditorPC = FindEditorPC(GetWorld()))
{
if (EditorPC->IsSimulating())
{
EditorPC->RequestStopSimulation(/*bImmediate=*/ true);
}
}
Play(); Play();
} }
@@ -321,6 +374,14 @@ static int32 FindTrack(const FPS_Editor_TimelineData& Data, const FGuid& ActorId
return INDEX_NONE; return INDEX_NONE;
} }
bool UPS_Editor_TimelineSubsystem::IsPropertyTracked(AActor* Actor, const FName& PropertyPath) const
{
if (!Actor) return false;
const FGuid ActorId = FindActorId(Actor);
if (!ActorId.IsValid()) return false;
return FindTrack(Data, ActorId, PropertyPath) != INDEX_NONE;
}
bool UPS_Editor_TimelineSubsystem::AddOrUpdateKeyAtCurrentTime(AActor* Actor, const FName& PropertyPath) bool UPS_Editor_TimelineSubsystem::AddOrUpdateKeyAtCurrentTime(AActor* Actor, const FName& PropertyPath)
{ {
if (!Actor) return false; if (!Actor) return false;
@@ -328,7 +389,7 @@ bool UPS_Editor_TimelineSubsystem::AddOrUpdateKeyAtCurrentTime(AActor* Actor, co
const FGuid ActorId = GetOrCreateActorId(Actor); const FGuid ActorId = GetOrCreateActorId(Actor);
if (!ActorId.IsValid()) return false; if (!ActorId.IsValid()) return false;
UE_LOG(LogTemp, Log, TEXT("PS_Editor Timeline: AddOrUpdateKey — Actor=%s ActorId=%s Prop=%s CurrentTime=%.3f"), UE_LOG(LogTemp, Verbose, TEXT("PS_Editor Timeline: AddOrUpdateKey — Actor=%s ActorId=%s Prop=%s CurrentTime=%.3f"),
*Actor->GetName(), *ActorId.ToString(), *PropertyPath.ToString(), CurrentTime); *Actor->GetName(), *ActorId.ToString(), *PropertyPath.ToString(), CurrentTime);
// Resolve property to read current value // Resolve property to read current value
@@ -364,6 +425,14 @@ bool UPS_Editor_TimelineSubsystem::AddOrUpdateKeyAtCurrentTime(AActor* Actor, co
if (FMath::IsNearlyEqual(Track.Keys[InsertAt].Time, CurrentTime, Epsilon)) if (FMath::IsNearlyEqual(Track.Keys[InsertAt].Time, CurrentTime, Epsilon))
{ {
Track.Keys[InsertAt].Value = CurrentValue; Track.Keys[InsertAt].Value = CurrentValue;
// Invalidate the per-track applied-value cache so the next ApplyTrackAtTime
// re-writes the (possibly different) value instead of skipping based on the
// stale cache entry. Otherwise, updating a key with a value the cache happened
// to hold from a previous apply would silently revert the property to it.
if (LastAppliedValues.IsValidIndex(TrackIndex))
{
LastAppliedValues[TrackIndex].Empty();
}
OnTimelineChanged.Broadcast(); OnTimelineChanged.Broadcast();
return true; return true;
} }
@@ -404,6 +473,12 @@ void UPS_Editor_TimelineSubsystem::RemoveKey(int32 TrackIndex, int32 KeyIndex)
Data.Tracks.RemoveAt(TrackIndex); Data.Tracks.RemoveAt(TrackIndex);
LastAppliedValues.SetNum(Data.Tracks.Num()); LastAppliedValues.SetNum(Data.Tracks.Num());
} }
else if (LastAppliedValues.IsValidIndex(TrackIndex))
{
// Track still has keys but its surrounding keys for any time may have changed —
// invalidate the cache so the next apply re-writes the correct value.
LastAppliedValues[TrackIndex].Empty();
}
OnTimelineChanged.Broadcast(); OnTimelineChanged.Broadcast();
} }
@@ -413,6 +488,10 @@ void UPS_Editor_TimelineSubsystem::SetKeyInterpolate(int32 TrackIndex, int32 Key
FPS_Editor_TimelineTrack& Track = Data.Tracks[TrackIndex]; FPS_Editor_TimelineTrack& Track = Data.Tracks[TrackIndex];
if (!Track.Keys.IsValidIndex(KeyIndex)) return; if (!Track.Keys.IsValidIndex(KeyIndex)) return;
Track.Keys[KeyIndex].bInterpolate = bInterpolate; Track.Keys[KeyIndex].bInterpolate = bInterpolate;
if (LastAppliedValues.IsValidIndex(TrackIndex))
{
LastAppliedValues[TrackIndex].Empty();
}
OnTimelineChanged.Broadcast(); OnTimelineChanged.Broadcast();
} }
@@ -428,6 +507,10 @@ void UPS_Editor_TimelineSubsystem::SetKeyTime(int32 TrackIndex, int32 KeyIndex,
{ {
return A.Time < B.Time; return A.Time < B.Time;
}); });
if (LastAppliedValues.IsValidIndex(TrackIndex))
{
LastAppliedValues[TrackIndex].Empty();
}
OnTimelineChanged.Broadcast(); OnTimelineChanged.Broadcast();
} }

View File

@@ -88,6 +88,11 @@ public:
const TArray<FPS_Editor_TimelineTrack>& GetTracks() const { return Data.Tracks; } const TArray<FPS_Editor_TimelineTrack>& GetTracks() const { return Data.Tracks; }
/** Returns true if the timeline holds a track for (Actor, PropertyPath). Used by the
* PlayerController's editable-property snapshot/restore so we don't double-restore
* properties already handled by the timeline's RestoreBaseline. */
bool IsPropertyTracked(AActor* Actor, const FName& PropertyPath) const;
/** /**
* Add a key at CurrentTime for (Actor, PropertyPath), reading the actor's current value. * Add a key at CurrentTime for (Actor, PropertyPath), reading the actor's current value.
* Creates the track if it doesn't exist. If a key already exists at this time, updates its value. * Creates the track if it doesn't exist. If a key already exists at this time, updates its value.

View File

@@ -1,6 +1,7 @@
#include "PS_Editor_MainWidget.h" #include "PS_Editor_MainWidget.h"
#include "PS_Editor_SelectionManager.h" #include "PS_Editor_SelectionManager.h"
#include "PS_Editor_SpawnManager.h" #include "PS_Editor_SpawnManager.h"
#include "PS_Editor_NavUtils.h"
#include "PS_Editor_SceneSerializer.h" #include "PS_Editor_SceneSerializer.h"
#include "PS_Editor_SceneLoader.h" #include "PS_Editor_SceneLoader.h"
#include "PS_Editor_UndoManager.h" #include "PS_Editor_UndoManager.h"
@@ -31,6 +32,7 @@
#include "DesktopPlatformModule.h" #include "DesktopPlatformModule.h"
#include "PS_Editor_GameInstanceSubsystem.h" #include "PS_Editor_GameInstanceSubsystem.h"
#include "PS_Editor_TimelineSubsystem.h" #include "PS_Editor_TimelineSubsystem.h"
#include "PS_Editor_FloorCutManager.h"
#include "Engine/World.h" #include "Engine/World.h"
#include "PS_Editor_UIStyleAsset.h" #include "PS_Editor_UIStyleAsset.h"
#include "PS_Editor_UIStyle.h" #include "PS_Editor_UIStyle.h"
@@ -500,6 +502,173 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::RebuildWidget()
] ]
] ]
] ]
// Settings popup (per-scenario nav option + session navmesh visu)
+ SOverlay::Slot()
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
[
SAssignNew(SettingsPopup, SBorder)
.Visibility(EVisibility::Collapsed)
.BorderImage(BrushGlassStrong.Get())
.Padding(FMargin(28.0f, 20.0f))
[
SNew(SVerticalBox)
+ SVerticalBox::Slot().AutoHeight().HAlign(HAlign_Center).Padding(0.0f, 0.0f, 0.0f, 16.0f)
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Settings")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 14))
.ColorAndOpacity(FLinearColor::White)
]
+ SVerticalBox::Slot().AutoHeight().Padding(0.0f, 4.0f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(0.0f, 0.0f, 8.0f, 0.0f)
[
SNew(SCheckBox)
.IsChecked_Lambda([this]() -> ECheckBoxState
{
if (UPS_Editor_SpawnManager* SM = SpawnManager.Get())
{
return SM->bUseDynamicNavigation ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
return ECheckBoxState::Unchecked;
})
.OnCheckStateChanged_Lambda([this](ECheckBoxState State) { OnUseDynamicNavigationToggled(State); })
]
+ SHorizontalBox::Slot().FillWidth(1.0f).VAlign(VAlign_Center)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Use Dynamic Navigation")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 11))
.ColorAndOpacity(FLinearColor::White)
]
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Rebuild navmesh at runtime when actors are spawned/moved (saved with scenario).")))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 9))
.ColorAndOpacity(FLinearColor(0.7f, 0.7f, 0.7f))
.AutoWrapText(true)
]
]
]
+ SVerticalBox::Slot().AutoHeight().Padding(0.0f, 8.0f, 0.0f, 4.0f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(0.0f, 0.0f, 8.0f, 0.0f)
[
SNew(SCheckBox)
.IsChecked_Lambda([this]() -> ECheckBoxState
{
if (UPS_Editor_SpawnManager* SM = SpawnManager.Get())
{
return SM->bShowNavMesh ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
return ECheckBoxState::Unchecked;
})
.OnCheckStateChanged_Lambda([this](ECheckBoxState State) { OnShowNavMeshToggled(State); })
]
+ SHorizontalBox::Slot().FillWidth(1.0f).VAlign(VAlign_Center)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Show NavMesh (P)")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 11))
.ColorAndOpacity(FLinearColor::White)
]
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Render the navmesh in green (mimics editor's P key). Personal preference, never saved.")))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 9))
.ColorAndOpacity(FLinearColor(0.7f, 0.7f, 0.7f))
.AutoWrapText(true)
]
]
]
// Scenario Type dropdown — visible only when MasterCatalog::ScenarioTypeEnum is set.
+ SVerticalBox::Slot().AutoHeight().Padding(0.0f, 8.0f, 0.0f, 4.0f)
[
SNew(SHorizontalBox)
.Visibility_Lambda([this]() -> EVisibility
{
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{
if (PC->MasterCatalogAsset && PC->MasterCatalogAsset->ScenarioTypeEnum)
{
return EVisibility::Visible;
}
}
return EVisibility::Collapsed;
})
+ SHorizontalBox::Slot().FillWidth(0.45f).VAlign(VAlign_Center)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Scenario Type")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 11))
.ColorAndOpacity(FLinearColor::White)
]
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Saved per-scenario; pushed to PendingScenarioType at Play.")))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 9))
.ColorAndOpacity(FLinearColor(0.7f, 0.7f, 0.7f))
.AutoWrapText(true)
]
]
+ SHorizontalBox::Slot().FillWidth(0.55f).VAlign(VAlign_Center).Padding(8.0f, 0.0f, 0.0f, 0.0f)
[
SAssignNew(ScenarioTypeCombo, SComboBox<TSharedPtr<FString>>)
.OptionsSource(&ScenarioTypeOptions)
.OnComboBoxOpening_Lambda([this]() { RefreshScenarioTypeOptions(); })
.OnGenerateWidget_Lambda([](TSharedPtr<FString> Item) -> TSharedRef<SWidget>
{
return SNew(STextBlock).Text(FText::FromString(Item.IsValid() ? *Item : FString()));
})
.OnSelectionChanged_Lambda([this](TSharedPtr<FString> NewItem, ESelectInfo::Type SelectType)
{
if (!NewItem.IsValid()) return;
const int32 Idx = ScenarioTypeOptions.IndexOfByKey(NewItem);
if (Idx == INDEX_NONE) return;
if (UPS_Editor_SpawnManager* SM = SpawnManager.Get())
{
SM->ScenarioType = (uint8)Idx;
bSceneDirty = true;
}
})
[
SNew(STextBlock)
.Text_Lambda([this]() -> FText
{
return FText::FromString(GetCurrentScenarioTypeDisplayName());
})
]
]
]
+ SVerticalBox::Slot().AutoHeight().HAlign(HAlign_Center).Padding(0.0f, 16.0f, 0.0f, 0.0f)
[
SNew(SButton)
.ButtonStyle(StyleFlatButton.Get())
.OnClicked_Lambda([this]() -> FReply { CloseSettingsPopup(); return FReply::Handled(); })
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Close")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 11))
.ColorAndOpacity(FLinearColor::White)
]
]
]
]
// ============= COMMAND PALETTE (modal, Ctrl+K) ============= // ============= COMMAND PALETTE (modal, Ctrl+K) =============
+ SOverlay::Slot() + SOverlay::Slot()
@@ -724,6 +893,70 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildToolbar()
}) })
] ]
] ]
+ SHorizontalBox::Slot().AutoWidth() [ MakeSeparator() ]
// ---- Floor cut: editor-only horizontal plane to hide upper floors ----
+ SHorizontalBox::Slot().AutoWidth()
[
MakeToggleButton(EPS_Editor_Icon::Grid, EPS_Editor_Icon::Grid,
TAttribute<FString>::CreateLambda([this]() -> FString
{
UWorld* W = GetWorld();
UPS_Editor_FloorCutManager* FC = W ? W->GetSubsystem<UPS_Editor_FloorCutManager>() : nullptr;
return (FC && FC->IsEnabled()) ? TEXT("Floor cut On") : TEXT("Floor cut");
}),
[this]() -> bool
{
UWorld* W = GetWorld();
UPS_Editor_FloorCutManager* FC = W ? W->GetSubsystem<UPS_Editor_FloorCutManager>() : nullptr;
return FC && FC->IsEnabled();
},
[this]()
{
if (UWorld* W = GetWorld())
{
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
{
FC->SetEnabled(!FC->IsEnabled());
}
}
})
]
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(4.0f, 0.0f)
[
SNew(SBox).MinDesiredWidth(120.0f)
[
SAssignNew(FloorCutSlider, SSlider)
.MinValue(0.0f)
.MaxValue(1000.0f)
.StepSize(10.0f)
.MouseUsesStep(true)
.Value(200.0f)
.ToolTipText(FText::FromString(TEXT("Cut height above MandatoryAnchor (cm) — range 0..1000, step 10")))
.OnValueChanged_Lambda([this](float NewValue)
{
const float Snapped = FMath::RoundToFloat(NewValue / 10.f) * 10.f;
if (UWorld* W = GetWorld())
{
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
{
FC->SetHeightAboveAnchor(Snapped);
}
}
if (FloorCutValueText.IsValid())
{
FloorCutValueText->SetText(FText::FromString(FString::Printf(TEXT("%.0f cm"), Snapped)));
}
})
]
]
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(2.0f, 0.0f)
[
SAssignNew(FloorCutValueText, STextBlock)
.Text(FText::FromString(TEXT("200 cm")))
.Font(FPS_Editor_UIStyle::SmallFont(S))
.ColorAndOpacity(FPS_Editor_UIStyle::TextMuted(S))
.MinDesiredWidth(48.0f)
]
]; ];
} }
@@ -976,6 +1209,10 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
if (SceneSerializer.IsValid() && SpawnManager.IsValid()) if (SceneSerializer.IsValid() && SpawnManager.IsValid())
{ {
SceneSerializer->ClearScene(SpawnManager.Get()); SceneSerializer->ClearScene(SpawnManager.Get());
// Re-spawn mandatory actors immediately after the wipe — this is
// the "New Scenario" path, where the user expects a fresh-but-not-empty
// scene (mandatory class instances at the MandatoryAnchor).
SpawnManager->EnsureMandatoryActorsPresent();
bSceneDirty = false; bSceneDirty = false;
LastKnownSpawnedCount = 0; LastKnownSpawnedCount = 0;
} }
@@ -987,6 +1224,26 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 10)) .Font(FCoreStyle::GetDefaultFontStyle("Regular", 10))
] ]
] ]
// Settings button
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
[
SNew(SButton)
.ButtonStyle(StyleFlatButton.Get())
.ToolTipText(FText::FromString(TEXT("Open scenario / session settings (dynamic nav, navmesh visu).")))
.OnClicked_Lambda([this]() -> FReply
{
OpenSettingsPopup();
return FReply::Handled();
})
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Settings")))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 10))
.ColorAndOpacity(FLinearColor(0.8f, 0.8f, 0.8f))
]
]
+ SHorizontalBox::Slot() + SHorizontalBox::Slot()
.AutoWidth() .AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f) .Padding(4.0f, 0.0f, 0.0f, 0.0f)
@@ -1041,7 +1298,8 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
{ {
if (UPS_Editor_GameInstanceSubsystem* Sub = GI->GetSubsystem<UPS_Editor_GameInstanceSubsystem>()) if (UPS_Editor_GameInstanceSubsystem* Sub = GI->GetSubsystem<UPS_Editor_GameInstanceSubsystem>())
{ {
Sub->SetPendingScenario(SceneName, BaseLevel); const uint8 TypeToSend = SpawnManager.IsValid() ? SpawnManager->ScenarioType : 0;
Sub->SetPendingScenario(SceneName, BaseLevel, TypeToSend);
Sub->bIsPlayMode = true; Sub->bIsPlayMode = true;
if (Sub->EditorMapName.IsEmpty()) if (Sub->EditorMapName.IsEmpty())
{ {
@@ -1159,7 +1417,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
} }
} }
SceneSerializer->LoadScene(FileName, SpawnManager.Get()); SceneSerializer->LoadScenario(FileName, SpawnManager.Get());
bSceneDirty = false; bSceneDirty = false;
if (SaveNameField.IsValid()) if (SaveNameField.IsValid())
{ {
@@ -1418,18 +1676,14 @@ void UPS_Editor_MainWidget::PopulateSceneList()
// No base level in the scenario file — try to resolve the default from the catalog. // No base level in the scenario file — try to resolve the default from the catalog.
if (!bHasValidBaseLevel && EditorPC->MasterCatalogAsset) if (!bHasValidBaseLevel && EditorPC->MasterCatalogAsset)
{ {
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scenario '%s' has no base level, searching for default in MasterCatalog (%d entries)"), UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Scenario '%s' has no base level, searching for default in MasterCatalog (%d entries)"),
*Name, EditorPC->MasterCatalogAsset->BaseLevels.Num()); *Name, EditorPC->MasterCatalogAsset->BaseLevels.Num());
for (const FPS_Editor_BaseLevelEntry& Entry : EditorPC->MasterCatalogAsset->BaseLevels) for (const FPS_Editor_BaseLevelEntry& Entry : EditorPC->MasterCatalogAsset->BaseLevels)
{ {
UE_LOG(LogTemp, Log, TEXT(" BaseLevel entry: DisplayName='%s', MapPath='%s', bIsDefault=%d"),
*Entry.DisplayName, *Entry.MapPath, Entry.bIsDefault ? 1 : 0);
if (Entry.bIsDefault && !Entry.DisplayName.IsEmpty()) if (Entry.bIsDefault && !Entry.DisplayName.IsEmpty())
{ {
SceneLevelName = Entry.DisplayName; SceneLevelName = Entry.DisplayName;
bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName); bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName);
UE_LOG(LogTemp, Log, TEXT(" -> Picked default '%s' (in PathMap=%d)"),
*SceneLevelName, bHasValidBaseLevel ? 1 : 0);
break; break;
} }
} }
@@ -1464,7 +1718,7 @@ void UPS_Editor_MainWidget::PopulateSceneList()
// current sublevel as-is — don't unload it (avoids empty scenes). // current sublevel as-is — don't unload it (avoids empty scenes).
} }
SceneSerializer->LoadScene(Name, SpawnManager.Get()); SceneSerializer->LoadScenario(Name, SpawnManager.Get());
bSceneDirty = false; bSceneDirty = false;
if (SaveNameField.IsValid()) if (SaveNameField.IsValid())
{ {
@@ -1548,6 +1802,10 @@ void UPS_Editor_MainWidget::PopulateSpawnCatalog()
{ {
const FPS_Editor_ResolvedEntry& Entry = Entries[i]; const FPS_Editor_ResolvedEntry& Entry = Entries[i];
// Mandatory classes are auto-spawned and singletons — hide them from the catalog so
// the user can't add a 2nd instance.
if (Entry.bIsMandatory) continue;
// Category header // Category header
if (Entry.Category != CurrentCategory) if (Entry.Category != CurrentCategory)
{ {
@@ -2268,7 +2526,7 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditableComponent has 0 properties on %s"), *Actor->GetName()); UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditableComponent has 0 properties on %s"), *Actor->GetName());
return; return;
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Building %d dynamic property rows for %s"), EditComp->EditableProperties.Num(), *Actor->GetName()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Building %d dynamic property rows for %s"), EditComp->EditableProperties.Num(), *Actor->GetName());
const FSlateFontInfo LabelFont = FCoreStyle::GetDefaultFontStyle("Regular", 9); const FSlateFontInfo LabelFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
const FSlateFontInfo ValueFont = FCoreStyle::GetDefaultFontStyle("Regular", 9); const FSlateFontInfo ValueFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
@@ -2296,8 +2554,6 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
Row.DisplayName = EditComp->GetDisplayName(Entry.Path); Row.DisplayName = EditComp->GetDisplayName(Entry.Path);
Row.Key = Entry.Path.ToString(); Row.Key = Entry.Path.ToString();
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolving [%s] comp='%s' prop='%s'"), *Row.Key, *Row.ComponentName, *Row.PropertyName);
UObject* Target = FindPropertyTarget(Actor, Row.ComponentName); UObject* Target = FindPropertyTarget(Actor, Row.ComponentName);
if (!Target) if (!Target)
{ {
@@ -2318,8 +2574,6 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: Property '%s' not found on %s (%s)"), *Row.PropertyName, *Target->GetName(), *Target->GetClass()->GetName()); UE_LOG(LogTemp, Warning, TEXT("PS_Editor: Property '%s' not found on %s (%s)"), *Row.PropertyName, *Target->GetName(), *Target->GetClass()->GetName());
continue; continue;
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved OK → %s on %s"), *Row.CachedProperty->GetName(), *Target->GetClass()->GetName());
const int32 RowIndex = DynamicPropertyRows.Num(); const int32 RowIndex = DynamicPropertyRows.Num();
// Label // Label
@@ -2570,7 +2824,7 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
DynamicPropertyRows.Add(Row); DynamicPropertyRows.Add(Row);
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Built %d dynamic property row(s)"), DynamicPropertyRows.Num()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Built %d dynamic property row(s)"), DynamicPropertyRows.Num());
} }
void UPS_Editor_MainWidget::RefreshDynamicPropertyValues() void UPS_Editor_MainWidget::RefreshDynamicPropertyValues()
@@ -2900,7 +3154,7 @@ void UPS_Editor_MainWidget::ApplyPropertyFromUI(int32 RowIndex)
if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc)) if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc))
{ {
Target->ProcessEvent(RepFunc, nullptr); Target->ProcessEvent(RepFunc, nullptr);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Called %s on %s"), *Row.CachedProperty->RepNotifyFunc.ToString(), *Target->GetName()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Called %s on %s"), *Row.CachedProperty->RepNotifyFunc.ToString(), *Target->GetName());
} }
} }
@@ -2927,7 +3181,7 @@ void UPS_Editor_MainWidget::ApplyPropertyFromUI(int32 RowIndex)
} }
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Property %s changed: %s → %s"), *Row.Key, *OldValue, *NewValue); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Property %s changed: %s → %s"), *Row.Key, *OldValue, *NewValue);
// Always notify property changed // Always notify property changed
const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()); const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass());
@@ -3207,6 +3461,90 @@ void UPS_Editor_MainWidget::CancelBaseLevelPopup()
PendingBaseLevelSelection.Empty(); PendingBaseLevelSelection.Empty();
} }
void UPS_Editor_MainWidget::OpenSettingsPopup()
{
if (SettingsPopup.IsValid())
{
// Refresh enum-driven options each time the popup opens — covers the case where the
// MasterCatalogAsset (or its ScenarioTypeEnum) wasn't set at widget Construct time.
RefreshScenarioTypeOptions();
SettingsPopup->SetVisibility(EVisibility::Visible);
}
}
void UPS_Editor_MainWidget::RefreshScenarioTypeOptions()
{
ScenarioTypeOptions.Empty();
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{
if (PC->MasterCatalogAsset && PC->MasterCatalogAsset->ScenarioTypeEnum)
{
UEnum* E = PC->MasterCatalogAsset->ScenarioTypeEnum;
// NumEnums()-1 to skip the auto-generated _MAX entry on regular UENUMs.
// User-defined enums (UUserDefinedEnum) don't have _MAX but the last "MAX" entry
// is hidden behind the `bIsHidden` meta — we drop the last one defensively.
const int32 Count = FMath::Max(0, E->NumEnums() - 1);
for (int32 i = 0; i < Count; ++i)
{
ScenarioTypeOptions.Add(MakeShared<FString>(E->GetDisplayNameTextByIndex(i).ToString()));
}
}
}
if (ScenarioTypeCombo.IsValid())
{
ScenarioTypeCombo->RefreshOptions();
}
}
FString UPS_Editor_MainWidget::GetCurrentScenarioTypeDisplayName() const
{
if (UPS_Editor_SpawnManager* SM = SpawnManager.Get())
{
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{
if (PC->MasterCatalogAsset && PC->MasterCatalogAsset->ScenarioTypeEnum)
{
UEnum* E = PC->MasterCatalogAsset->ScenarioTypeEnum;
const int32 Count = FMath::Max(0, E->NumEnums() - 1);
if (SM->ScenarioType < Count)
{
return E->GetDisplayNameTextByIndex(SM->ScenarioType).ToString();
}
}
}
}
return FString();
}
void UPS_Editor_MainWidget::CloseSettingsPopup()
{
if (SettingsPopup.IsValid())
{
SettingsPopup->SetVisibility(EVisibility::Collapsed);
}
}
void UPS_Editor_MainWidget::OnUseDynamicNavigationToggled(ECheckBoxState State)
{
UPS_Editor_SpawnManager* SM = SpawnManager.Get();
if (!SM) return;
const bool bEnabled = (State == ECheckBoxState::Checked);
SM->bUseDynamicNavigation = bEnabled;
bSceneDirty = true;
PS_Editor_NavUtils::SetDynamicNavigationEnabled(GetWorld(), bEnabled);
}
void UPS_Editor_MainWidget::OnShowNavMeshToggled(ECheckBoxState State)
{
UPS_Editor_SpawnManager* SM = SpawnManager.Get();
if (!SM) return;
const bool bVisible = (State == ECheckBoxState::Checked);
SM->bShowNavMesh = bVisible;
PS_Editor_NavUtils::SetNavMeshVisible(GetWorld(), bVisible);
}
void UPS_Editor_MainWidget::OnCloseClicked() void UPS_Editor_MainWidget::OnCloseClicked()
{ {
if (CloseConfirmOverlay.IsValid()) if (CloseConfirmOverlay.IsValid())
@@ -3869,7 +4207,7 @@ void UPS_Editor_MainWidget::RebuildTimelineTracksList()
// previously-selected actor (e.g. a spline still in overlay-visible state) // previously-selected actor (e.g. a spline still in overlay-visible state)
// is properly released and its handles/highlight go away. // is properly released and its handles/highlight go away.
AActor* TrackActor = TS2->FindActorById(Tr.ActorId); AActor* TrackActor = TS2->FindActorById(Tr.ActorId);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Key click — track=%d key=%d ActorId=%s resolved=%s"), UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Key click — track=%d key=%d ActorId=%s resolved=%s"),
CapturedTrack, CapturedKey, *Tr.ActorId.ToString(), TrackActor ? *TrackActor->GetName() : TEXT("null")); CapturedTrack, CapturedKey, *Tr.ActorId.ToString(), TrackActor ? *TrackActor->GetName() : TEXT("null"));
if (TrackActor) if (TrackActor)
{ {

View File

@@ -107,6 +107,10 @@ private:
TSharedPtr<STextBlock> SnapText; TSharedPtr<STextBlock> SnapText;
TSharedPtr<SEditableTextBox> SnapSizeField; TSharedPtr<SEditableTextBox> SnapSizeField;
// Floor-cut UI (editor-only horizontal plane that hides primitives above AnchorZ+H)
TSharedPtr<STextBlock> FloorCutValueText;
TSharedPtr<class SSlider> FloorCutSlider;
// Spawn catalog // Spawn catalog
TSharedPtr<SVerticalBox> SpawnListContainer; TSharedPtr<SVerticalBox> SpawnListContainer;
@@ -134,6 +138,19 @@ private:
void ConfirmBaseLevelSelection(); void ConfirmBaseLevelSelection();
void CancelBaseLevelPopup(); void CancelBaseLevelPopup();
// Global Settings popup (per-scenario nav option + session-only navmesh visu + scenario type).
TSharedPtr<SWidget> SettingsPopup;
void OpenSettingsPopup();
void CloseSettingsPopup();
void OnUseDynamicNavigationToggled(ECheckBoxState State);
void OnShowNavMeshToggled(ECheckBoxState State);
// Scenario type dropdown — populated from MasterCatalog::ScenarioTypeEnum, hidden when null.
TArray<TSharedPtr<FString>> ScenarioTypeOptions;
TSharedPtr<SComboBox<TSharedPtr<FString>>> ScenarioTypeCombo;
void RefreshScenarioTypeOptions();
FString GetCurrentScenarioTypeDisplayName() const;
// Transform fields // Transform fields
TSharedPtr<SEditableTextBox> LocX, LocY, LocZ; TSharedPtr<SEditableTextBox> LocX, LocY, LocZ;
TSharedPtr<SEditableTextBox> RotX, RotY, RotZ; TSharedPtr<SEditableTextBox> RotX, RotY, RotZ;

View File

@@ -1,6 +1,7 @@
#include "PS_Editor_MainWidget_Legacy.h" #include "PS_Editor_MainWidget_Legacy.h"
#include "PS_Editor_SelectionManager.h" #include "PS_Editor_SelectionManager.h"
#include "PS_Editor_SpawnManager.h" #include "PS_Editor_SpawnManager.h"
#include "PS_Editor_NavUtils.h"
#include "PS_Editor_SceneSerializer.h" #include "PS_Editor_SceneSerializer.h"
#include "PS_Editor_SceneLoader.h" #include "PS_Editor_SceneLoader.h"
#include "PS_Editor_UndoManager.h" #include "PS_Editor_UndoManager.h"
@@ -31,6 +32,7 @@
#include "DesktopPlatformModule.h" #include "DesktopPlatformModule.h"
#include "PS_Editor_GameInstanceSubsystem.h" #include "PS_Editor_GameInstanceSubsystem.h"
#include "PS_Editor_TimelineSubsystem.h" #include "PS_Editor_TimelineSubsystem.h"
#include "PS_Editor_FloorCutManager.h"
#include "Engine/World.h" #include "Engine/World.h"
// Forward declaration — the real definition lives further down with the timeline UI block, // Forward declaration — the real definition lives further down with the timeline UI block,
@@ -448,6 +450,187 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::RebuildWidget()
] ]
] ]
] ]
]
// Settings popup (per-scenario nav option + session navmesh visu)
+ SOverlay::Slot()
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
[
SAssignNew(SettingsPopup, SBorder)
.Visibility(EVisibility::Collapsed)
.BorderImage(FCoreStyle::Get().GetBrush("WhiteBrush"))
.BorderBackgroundColor(FLinearColor(0.08f, 0.08f, 0.08f, 0.97f))
.Padding(FMargin(28.0f, 20.0f))
[
SNew(SVerticalBox)
// Header
+ SVerticalBox::Slot().AutoHeight().HAlign(HAlign_Center).Padding(0.0f, 0.0f, 0.0f, 16.0f)
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Settings")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 14))
.ColorAndOpacity(FLinearColor::White)
]
// Use Dynamic Navigation (saved per-scenario)
+ SVerticalBox::Slot().AutoHeight().Padding(0.0f, 4.0f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(0.0f, 0.0f, 8.0f, 0.0f)
[
SNew(SCheckBox)
.IsChecked_Lambda([this]() -> ECheckBoxState
{
if (UPS_Editor_SpawnManager* SM = SpawnManager.Get())
{
return SM->bUseDynamicNavigation ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
return ECheckBoxState::Unchecked;
})
.OnCheckStateChanged_Lambda([this](ECheckBoxState State)
{
OnUseDynamicNavigationToggled(State);
})
]
+ SHorizontalBox::Slot().FillWidth(1.0f).VAlign(VAlign_Center)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Use Dynamic Navigation")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 11))
.ColorAndOpacity(FLinearColor::White)
]
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Rebuild navmesh at runtime when actors are spawned/moved (saved with scenario).")))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 9))
.ColorAndOpacity(FLinearColor(0.7f, 0.7f, 0.7f))
.AutoWrapText(true)
]
]
]
// Show NavMesh (session-only)
+ SVerticalBox::Slot().AutoHeight().Padding(0.0f, 8.0f, 0.0f, 4.0f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(0.0f, 0.0f, 8.0f, 0.0f)
[
SNew(SCheckBox)
.IsChecked_Lambda([this]() -> ECheckBoxState
{
if (UPS_Editor_SpawnManager* SM = SpawnManager.Get())
{
return SM->bShowNavMesh ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
return ECheckBoxState::Unchecked;
})
.OnCheckStateChanged_Lambda([this](ECheckBoxState State)
{
OnShowNavMeshToggled(State);
})
]
+ SHorizontalBox::Slot().FillWidth(1.0f).VAlign(VAlign_Center)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Show NavMesh (P)")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 11))
.ColorAndOpacity(FLinearColor::White)
]
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Render the navmesh in green (mimics editor's P key). Personal preference, never saved.")))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 9))
.ColorAndOpacity(FLinearColor(0.7f, 0.7f, 0.7f))
.AutoWrapText(true)
]
]
]
// Scenario Type dropdown — visible only when MasterCatalog::ScenarioTypeEnum is set.
+ SVerticalBox::Slot().AutoHeight().Padding(0.0f, 8.0f, 0.0f, 4.0f)
[
SNew(SHorizontalBox)
.Visibility_Lambda([this]() -> EVisibility
{
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{
if (PC->MasterCatalogAsset && PC->MasterCatalogAsset->ScenarioTypeEnum)
{
return EVisibility::Visible;
}
}
return EVisibility::Collapsed;
})
+ SHorizontalBox::Slot().FillWidth(0.45f).VAlign(VAlign_Center)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Scenario Type")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 11))
.ColorAndOpacity(FLinearColor::White)
]
+ SVerticalBox::Slot().AutoHeight()
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Saved per-scenario; pushed to PendingScenarioType at Play.")))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 9))
.ColorAndOpacity(FLinearColor(0.7f, 0.7f, 0.7f))
.AutoWrapText(true)
]
]
+ SHorizontalBox::Slot().FillWidth(0.55f).VAlign(VAlign_Center).Padding(8.0f, 0.0f, 0.0f, 0.0f)
[
SAssignNew(ScenarioTypeCombo, SComboBox<TSharedPtr<FString>>)
.OptionsSource(&ScenarioTypeOptions)
.OnComboBoxOpening_Lambda([this]() { RefreshScenarioTypeOptions(); })
.OnGenerateWidget_Lambda([](TSharedPtr<FString> Item) -> TSharedRef<SWidget>
{
return SNew(STextBlock).Text(FText::FromString(Item.IsValid() ? *Item : FString()));
})
.OnSelectionChanged_Lambda([this](TSharedPtr<FString> NewItem, ESelectInfo::Type SelectType)
{
if (!NewItem.IsValid()) return;
const int32 Idx = ScenarioTypeOptions.IndexOfByKey(NewItem);
if (Idx == INDEX_NONE) return;
if (UPS_Editor_SpawnManager* SM = SpawnManager.Get())
{
SM->ScenarioType = (uint8)Idx;
bSceneDirty = true;
}
})
[
SNew(STextBlock)
.Text_Lambda([this]() -> FText
{
return FText::FromString(GetCurrentScenarioTypeDisplayName());
})
]
]
]
// Close button
+ SVerticalBox::Slot().AutoHeight().HAlign(HAlign_Center).Padding(0.0f, 16.0f, 0.0f, 0.0f)
[
SNew(SButton)
.OnClicked_Lambda([this]() -> FReply
{
CloseSettingsPopup();
return FReply::Handled();
})
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Close")))
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 11))
.ColorAndOpacity(FLinearColor::White)
]
]
]
]; ];
} }
@@ -558,6 +741,69 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildToolbar()
}) })
] ]
] ]
// ---- Floor cut: editor-only horizontal plane to hide upper floors ----
+ SHorizontalBox::Slot().AutoWidth().Padding(16.0f, 0.0f, 2.0f, 0.0f).VAlign(VAlign_Center)
[
SNew(SButton)
.ToolTipText(FText::FromString(TEXT("Toggle floor cut. Hides primitives whose bounds-min Z is above (Anchor.Z + Height)")))
.OnClicked_Lambda([this]() -> FReply
{
if (UWorld* W = GetWorld())
{
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
{
FC->SetEnabled(!FC->IsEnabled());
if (FloorCutToggleText.IsValid())
{
FloorCutToggleText->SetText(FText::FromString(FC->IsEnabled() ? TEXT("Floor cut: On") : TEXT("Floor cut: Off")));
}
}
}
return FReply::Handled();
})
[
SAssignNew(FloorCutToggleText, STextBlock)
.Text(FText::FromString(TEXT("Floor cut: Off")))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 10))
]
]
+ SHorizontalBox::Slot().AutoWidth().Padding(4.0f, 0.0f).VAlign(VAlign_Center)
[
SNew(SBox).MinDesiredWidth(120.0f)
[
SAssignNew(FloorCutSlider, SSlider)
.MinValue(0.0f)
.MaxValue(1000.0f)
.StepSize(10.0f)
.MouseUsesStep(true)
.Value(200.0f)
.ToolTipText(FText::FromString(TEXT("Cut height above MandatoryAnchor (cm) — range 0..1000, step 10")))
.OnValueChanged_Lambda([this](float NewValue)
{
// Snap to 10 cm — SSlider's MouseUsesStep already does this for clicks,
// but a drag still emits raw floats, so we re-snap here.
const float Snapped = FMath::RoundToFloat(NewValue / 10.f) * 10.f;
if (UWorld* W = GetWorld())
{
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
{
FC->SetHeightAboveAnchor(Snapped);
}
}
if (FloorCutValueText.IsValid())
{
FloorCutValueText->SetText(FText::FromString(FString::Printf(TEXT("%.0f cm"), Snapped)));
}
})
]
]
+ SHorizontalBox::Slot().AutoWidth().Padding(2.0f, 0.0f).VAlign(VAlign_Center)
[
SAssignNew(FloorCutValueText, STextBlock)
.Text(FText::FromString(TEXT("200 cm")))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 9))
.MinDesiredWidth(48.0f)
]
]; ];
} }
@@ -805,6 +1051,10 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
if (SceneSerializer.IsValid() && SpawnManager.IsValid()) if (SceneSerializer.IsValid() && SpawnManager.IsValid())
{ {
SceneSerializer->ClearScene(SpawnManager.Get()); SceneSerializer->ClearScene(SpawnManager.Get());
// Re-spawn mandatory actors immediately after the wipe — this is
// the "New Scenario" path, where the user expects a fresh-but-not-empty
// scene (mandatory class instances at the MandatoryAnchor).
SpawnManager->EnsureMandatoryActorsPresent();
bSceneDirty = false; bSceneDirty = false;
LastKnownSpawnedCount = 0; LastKnownSpawnedCount = 0;
} }
@@ -816,6 +1066,25 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 10)) .Font(FCoreStyle::GetDefaultFontStyle("Regular", 10))
] ]
] ]
// Settings button — opens the global Settings popup
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
[
SNew(SButton)
.ToolTipText(FText::FromString(TEXT("Open scenario / session settings (dynamic nav, navmesh visu).")))
.OnClicked_Lambda([this]() -> FReply
{
OpenSettingsPopup();
return FReply::Handled();
})
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Settings")))
.Font(FCoreStyle::GetDefaultFontStyle("Regular", 10))
.ColorAndOpacity(FLinearColor(0.8f, 0.8f, 0.8f))
]
]
+ SHorizontalBox::Slot() + SHorizontalBox::Slot()
.AutoWidth() .AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f) .Padding(4.0f, 0.0f, 0.0f, 0.0f)
@@ -869,7 +1138,8 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
{ {
if (UPS_Editor_GameInstanceSubsystem* Sub = GI->GetSubsystem<UPS_Editor_GameInstanceSubsystem>()) if (UPS_Editor_GameInstanceSubsystem* Sub = GI->GetSubsystem<UPS_Editor_GameInstanceSubsystem>())
{ {
Sub->SetPendingScenario(SceneName, BaseLevel); const uint8 TypeToSend = SpawnManager.IsValid() ? SpawnManager->ScenarioType : 0;
Sub->SetPendingScenario(SceneName, BaseLevel, TypeToSend);
Sub->bIsPlayMode = true; Sub->bIsPlayMode = true;
if (Sub->EditorMapName.IsEmpty()) if (Sub->EditorMapName.IsEmpty())
{ {
@@ -986,7 +1256,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
} }
} }
SceneSerializer->LoadScene(FileName, SpawnManager.Get()); SceneSerializer->LoadScenario(FileName, SpawnManager.Get());
bSceneDirty = false; bSceneDirty = false;
if (SaveNameField.IsValid()) if (SaveNameField.IsValid())
{ {
@@ -1239,18 +1509,14 @@ void UPS_Editor_MainWidget_Legacy::PopulateSceneList()
// No base level in the scenario file — try to resolve the default from the catalog. // No base level in the scenario file — try to resolve the default from the catalog.
if (!bHasValidBaseLevel && EditorPC->MasterCatalogAsset) if (!bHasValidBaseLevel && EditorPC->MasterCatalogAsset)
{ {
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scenario '%s' has no base level, searching for default in MasterCatalog (%d entries)"), UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Scenario '%s' has no base level, searching for default in MasterCatalog (%d entries)"),
*Name, EditorPC->MasterCatalogAsset->BaseLevels.Num()); *Name, EditorPC->MasterCatalogAsset->BaseLevels.Num());
for (const FPS_Editor_BaseLevelEntry& Entry : EditorPC->MasterCatalogAsset->BaseLevels) for (const FPS_Editor_BaseLevelEntry& Entry : EditorPC->MasterCatalogAsset->BaseLevels)
{ {
UE_LOG(LogTemp, Log, TEXT(" BaseLevel entry: DisplayName='%s', MapPath='%s', bIsDefault=%d"),
*Entry.DisplayName, *Entry.MapPath, Entry.bIsDefault ? 1 : 0);
if (Entry.bIsDefault && !Entry.DisplayName.IsEmpty()) if (Entry.bIsDefault && !Entry.DisplayName.IsEmpty())
{ {
SceneLevelName = Entry.DisplayName; SceneLevelName = Entry.DisplayName;
bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName); bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName);
UE_LOG(LogTemp, Log, TEXT(" -> Picked default '%s' (in PathMap=%d)"),
*SceneLevelName, bHasValidBaseLevel ? 1 : 0);
break; break;
} }
} }
@@ -1285,7 +1551,7 @@ void UPS_Editor_MainWidget_Legacy::PopulateSceneList()
// current sublevel as-is — don't unload it (avoids empty scenes). // current sublevel as-is — don't unload it (avoids empty scenes).
} }
SceneSerializer->LoadScene(Name, SpawnManager.Get()); SceneSerializer->LoadScenario(Name, SpawnManager.Get());
bSceneDirty = false; bSceneDirty = false;
if (SaveNameField.IsValid()) if (SaveNameField.IsValid())
{ {
@@ -1369,6 +1635,10 @@ void UPS_Editor_MainWidget_Legacy::PopulateSpawnCatalog()
{ {
const FPS_Editor_ResolvedEntry& Entry = Entries[i]; const FPS_Editor_ResolvedEntry& Entry = Entries[i];
// Mandatory classes are auto-spawned and singletons — hide them from the catalog so
// the user can't add a 2nd instance.
if (Entry.bIsMandatory) continue;
// Category header // Category header
if (Entry.Category != CurrentCategory) if (Entry.Category != CurrentCategory)
{ {
@@ -1930,7 +2200,7 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditableComponent has 0 properties on %s"), *Actor->GetName()); UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditableComponent has 0 properties on %s"), *Actor->GetName());
return; return;
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Building %d dynamic property rows for %s"), EditComp->EditableProperties.Num(), *Actor->GetName()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Building %d dynamic property rows for %s"), EditComp->EditableProperties.Num(), *Actor->GetName());
const FSlateFontInfo LabelFont = FCoreStyle::GetDefaultFontStyle("Regular", 9); const FSlateFontInfo LabelFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
const FSlateFontInfo ValueFont = FCoreStyle::GetDefaultFontStyle("Regular", 9); const FSlateFontInfo ValueFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
@@ -1958,8 +2228,6 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
Row.DisplayName = EditComp->GetDisplayName(Entry.Path); Row.DisplayName = EditComp->GetDisplayName(Entry.Path);
Row.Key = Entry.Path.ToString(); Row.Key = Entry.Path.ToString();
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolving [%s] comp='%s' prop='%s'"), *Row.Key, *Row.ComponentName, *Row.PropertyName);
UObject* Target = FindPropertyTarget(Actor, Row.ComponentName); UObject* Target = FindPropertyTarget(Actor, Row.ComponentName);
if (!Target) if (!Target)
{ {
@@ -1980,8 +2248,6 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: Property '%s' not found on %s (%s)"), *Row.PropertyName, *Target->GetName(), *Target->GetClass()->GetName()); UE_LOG(LogTemp, Warning, TEXT("PS_Editor: Property '%s' not found on %s (%s)"), *Row.PropertyName, *Target->GetName(), *Target->GetClass()->GetName());
continue; continue;
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved OK → %s on %s"), *Row.CachedProperty->GetName(), *Target->GetClass()->GetName());
const int32 RowIndex = DynamicPropertyRows.Num(); const int32 RowIndex = DynamicPropertyRows.Num();
// Label // Label
@@ -2228,7 +2494,7 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
DynamicPropertyRows.Add(Row); DynamicPropertyRows.Add(Row);
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Built %d dynamic property row(s)"), DynamicPropertyRows.Num()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Built %d dynamic property row(s)"), DynamicPropertyRows.Num());
} }
void UPS_Editor_MainWidget_Legacy::RefreshDynamicPropertyValues() void UPS_Editor_MainWidget_Legacy::RefreshDynamicPropertyValues()
@@ -2561,7 +2827,7 @@ void UPS_Editor_MainWidget_Legacy::ApplyPropertyFromUI(int32 RowIndex)
if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc)) if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc))
{ {
Target->ProcessEvent(RepFunc, nullptr); Target->ProcessEvent(RepFunc, nullptr);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Called %s on %s"), *Row.CachedProperty->RepNotifyFunc.ToString(), *Target->GetName()); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Called %s on %s"), *Row.CachedProperty->RepNotifyFunc.ToString(), *Target->GetName());
} }
} }
@@ -2588,7 +2854,7 @@ void UPS_Editor_MainWidget_Legacy::ApplyPropertyFromUI(int32 RowIndex)
} }
} }
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Property %s changed: %s → %s"), *Row.Key, *OldValue, *NewValue); UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Property %s changed: %s → %s"), *Row.Key, *OldValue, *NewValue);
// Always notify property changed // Always notify property changed
const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()); const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass());
@@ -2868,6 +3134,99 @@ void UPS_Editor_MainWidget_Legacy::CancelBaseLevelPopup()
PendingBaseLevelSelection.Empty(); PendingBaseLevelSelection.Empty();
} }
void UPS_Editor_MainWidget_Legacy::OpenSettingsPopup()
{
if (SettingsPopup.IsValid())
{
// Refresh enum-driven options each time the popup opens — covers the case where the
// MasterCatalogAsset (or its ScenarioTypeEnum) wasn't set at widget Construct time.
RefreshScenarioTypeOptions();
SettingsPopup->SetVisibility(EVisibility::Visible);
}
}
void UPS_Editor_MainWidget_Legacy::RefreshScenarioTypeOptions()
{
ScenarioTypeOptions.Empty();
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{
if (PC->MasterCatalogAsset && PC->MasterCatalogAsset->ScenarioTypeEnum)
{
UEnum* E = PC->MasterCatalogAsset->ScenarioTypeEnum;
const int32 Count = FMath::Max(0, E->NumEnums() - 1);
for (int32 i = 0; i < Count; ++i)
{
ScenarioTypeOptions.Add(MakeShared<FString>(E->GetDisplayNameTextByIndex(i).ToString()));
}
}
}
if (ScenarioTypeCombo.IsValid())
{
ScenarioTypeCombo->RefreshOptions();
}
}
FString UPS_Editor_MainWidget_Legacy::GetCurrentScenarioTypeDisplayName() const
{
if (UPS_Editor_SpawnManager* SM = SpawnManager.Get())
{
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{
if (PC->MasterCatalogAsset && PC->MasterCatalogAsset->ScenarioTypeEnum)
{
UEnum* E = PC->MasterCatalogAsset->ScenarioTypeEnum;
const int32 Count = FMath::Max(0, E->NumEnums() - 1);
if (SM->ScenarioType < Count)
{
return E->GetDisplayNameTextByIndex(SM->ScenarioType).ToString();
}
}
}
}
return FString();
}
void UPS_Editor_MainWidget_Legacy::CloseSettingsPopup()
{
if (SettingsPopup.IsValid())
{
SettingsPopup->SetVisibility(EVisibility::Collapsed);
}
}
void UPS_Editor_MainWidget_Legacy::OnUseDynamicNavigationToggled(ECheckBoxState State)
{
UPS_Editor_SpawnManager* SM = SpawnManager.Get();
if (!SM) return;
const bool bEnabled = (State == ECheckBoxState::Checked);
SM->bUseDynamicNavigation = bEnabled;
bSceneDirty = true; // user changed a per-scenario setting
// Apply live to the level's RecastNavMesh actors.
PS_Editor_NavUtils::SetDynamicNavigationEnabled(GetWorld(), bEnabled);
}
void UPS_Editor_MainWidget_Legacy::OnShowNavMeshToggled(ECheckBoxState State)
{
UPS_Editor_SpawnManager* SM = SpawnManager.Get();
if (!SM) return;
const bool bVisible = (State == ECheckBoxState::Checked);
SM->bShowNavMesh = bVisible;
PS_Editor_NavUtils::SetNavMeshVisible(GetWorld(), bVisible);
}
void UPS_Editor_MainWidget_Legacy::ToggleShowNavMesh()
{
UPS_Editor_SpawnManager* SM = SpawnManager.Get();
if (!SM) return;
SM->bShowNavMesh = !SM->bShowNavMesh;
PS_Editor_NavUtils::SetNavMeshVisible(GetWorld(), SM->bShowNavMesh);
}
void UPS_Editor_MainWidget_Legacy::OnCloseClicked() void UPS_Editor_MainWidget_Legacy::OnCloseClicked()
{ {
if (CloseConfirmOverlay.IsValid()) if (CloseConfirmOverlay.IsValid())
@@ -3494,7 +3853,7 @@ void UPS_Editor_MainWidget_Legacy::RebuildTimelineTracksList()
// previously-selected actor (e.g. a spline still in overlay-visible state) // previously-selected actor (e.g. a spline still in overlay-visible state)
// is properly released and its handles/highlight go away. // is properly released and its handles/highlight go away.
AActor* TrackActor = TS2->FindActorById(Tr.ActorId); AActor* TrackActor = TS2->FindActorById(Tr.ActorId);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Key click — track=%d key=%d ActorId=%s resolved=%s"), UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Key click — track=%d key=%d ActorId=%s resolved=%s"),
CapturedTrack, CapturedKey, *Tr.ActorId.ToString(), TrackActor ? *TrackActor->GetName() : TEXT("null")); CapturedTrack, CapturedKey, *Tr.ActorId.ToString(), TrackActor ? *TrackActor->GetName() : TEXT("null"));
if (TrackActor) if (TrackActor)
{ {

View File

@@ -80,6 +80,11 @@ private:
TSharedPtr<STextBlock> SnapText; TSharedPtr<STextBlock> SnapText;
TSharedPtr<SEditableTextBox> SnapSizeField; TSharedPtr<SEditableTextBox> SnapSizeField;
// Floor-cut UI (editor-only horizontal plane that hides primitives above AnchorZ+H)
TSharedPtr<STextBlock> FloorCutToggleText;
TSharedPtr<class SSlider> FloorCutSlider;
TSharedPtr<STextBlock> FloorCutValueText;
// Spawn catalog // Spawn catalog
TSharedPtr<SVerticalBox> SpawnListContainer; TSharedPtr<SVerticalBox> SpawnListContainer;
@@ -107,6 +112,21 @@ private:
void ConfirmBaseLevelSelection(); void ConfirmBaseLevelSelection();
void CancelBaseLevelPopup(); void CancelBaseLevelPopup();
// Global Settings popup (per-scenario nav option + session-only navmesh visu + scenario type).
TSharedPtr<SWidget> SettingsPopup;
void OpenSettingsPopup();
void CloseSettingsPopup();
void OnUseDynamicNavigationToggled(ECheckBoxState State);
void OnShowNavMeshToggled(ECheckBoxState State);
/** Toggle the navmesh visualization (P key handler). */
void ToggleShowNavMesh();
// Scenario type dropdown — populated from MasterCatalog::ScenarioTypeEnum, hidden when null.
TArray<TSharedPtr<FString>> ScenarioTypeOptions;
TSharedPtr<SComboBox<TSharedPtr<FString>>> ScenarioTypeCombo;
void RefreshScenarioTypeOptions();
FString GetCurrentScenarioTypeDisplayName() const;
// Transform fields // Transform fields
TSharedPtr<SEditableTextBox> LocX, LocY, LocZ; TSharedPtr<SEditableTextBox> LocX, LocY, LocZ;
TSharedPtr<SEditableTextBox> RotX, RotY, RotZ; TSharedPtr<SEditableTextBox> RotX, RotY, RotZ;

View File

@@ -4,7 +4,9 @@
#include "PS_Editor_SpawnManager.h" #include "PS_Editor_SpawnManager.h"
#include "PS_Editor_SceneSerializer.h" #include "PS_Editor_SceneSerializer.h"
#include "PS_Editor_PlayerController.h" #include "PS_Editor_PlayerController.h"
#include "PS_Editor_FloorCutManager.h"
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "Engine/World.h"
void UPS_Editor_MainWidget_UMG::SetSelectionManager(UPS_Editor_SelectionManager* InSelectionManager) void UPS_Editor_MainWidget_UMG::SetSelectionManager(UPS_Editor_SelectionManager* InSelectionManager)
{ {
@@ -130,7 +132,7 @@ bool UPS_Editor_MainWidget_UMG::LoadScenario(const FString& Name)
} }
if (!SM) SM = SpawnManager.Get(); if (!SM) SM = SpawnManager.Get();
if (!Ser || !SM || Name.IsEmpty()) return false; if (!Ser || !SM || Name.IsEmpty()) return false;
Ser->LoadScene(Name, SM); Ser->LoadScenario(Name, SM);
OnSceneDirty.Broadcast(); OnSceneDirty.Broadcast();
return true; return true;
} }
@@ -161,6 +163,54 @@ void UPS_Editor_MainWidget_UMG::ClearSelection()
} }
} }
// -------------------- Floor cut --------------------
void UPS_Editor_MainWidget_UMG::SetFloorCutEnabled(bool bEnabled)
{
if (UWorld* W = GetWorld())
{
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
{
FC->SetEnabled(bEnabled);
}
}
}
void UPS_Editor_MainWidget_UMG::SetFloorCutHeightCm(float HeightCm)
{
if (UWorld* W = GetWorld())
{
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
{
FC->SetHeightAboveAnchor(HeightCm);
}
}
}
bool UPS_Editor_MainWidget_UMG::IsFloorCutEnabled() const
{
if (UWorld* W = GetWorld())
{
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
{
return FC->IsEnabled();
}
}
return false;
}
float UPS_Editor_MainWidget_UMG::GetFloorCutHeightCm() const
{
if (UWorld* W = GetWorld())
{
if (UPS_Editor_FloorCutManager* FC = W->GetSubsystem<UPS_Editor_FloorCutManager>())
{
return FC->GetHeightAboveAnchor();
}
}
return 200.f;
}
// -------------------- Getters -------------------- // -------------------- Getters --------------------
EPS_Editor_TransformMode UPS_Editor_MainWidget_UMG::GetCurrentTransformMode() const EPS_Editor_TransformMode UPS_Editor_MainWidget_UMG::GetCurrentTransformMode() const

View File

@@ -70,6 +70,22 @@ public:
UFUNCTION(BlueprintCallable, Category = "PS Editor|Selection") UFUNCTION(BlueprintCallable, Category = "PS Editor|Selection")
void ClearSelection(); void ClearSelection();
// ---- Floor cut (editor-only horizontal plane that hides upper floors) ----
/** Enable/disable the floor cut. Slider value drives the cut height in cm above the
* MandatoryAnchor. */
UFUNCTION(BlueprintCallable, Category = "PS Editor|FloorCut")
void SetFloorCutEnabled(bool bEnabled);
UFUNCTION(BlueprintCallable, Category = "PS Editor|FloorCut")
void SetFloorCutHeightCm(float HeightCm);
UFUNCTION(BlueprintPure, Category = "PS Editor|FloorCut")
bool IsFloorCutEnabled() const;
UFUNCTION(BlueprintPure, Category = "PS Editor|FloorCut")
float GetFloorCutHeightCm() const;
// ==================== BP-PURE GETTERS ==================== // ==================== BP-PURE GETTERS ====================
UFUNCTION(BlueprintPure, Category = "PS Editor|Tools") UFUNCTION(BlueprintPure, Category = "PS Editor|Tools")
EPS_Editor_TransformMode GetCurrentTransformMode() const; EPS_Editor_TransformMode GetCurrentTransformMode() const;

View File

@@ -185,6 +185,19 @@ void FPS_Editor_BlueprintFromMesh::CreateBlueprintForAsset(UObject* MeshAsset)
USCS_Node* EditableNode = SCS->CreateNode(UPS_Editor_EditableComponent::StaticClass(), FName("PS_Editor_Editable")); USCS_Node* EditableNode = SCS->CreateNode(UPS_Editor_EditableComponent::StaticClass(), FName("PS_Editor_Editable"));
SCS->AddNode(EditableNode); SCS->AddNode(EditableNode);
// Enable replication on the generated BP — without it the actor is server-local only and
// clients never see it spawn. SetReplicates() is the public path (the bReplicates field
// itself is protected). SetReplicateMovement is paired so any server-side transform change
// (timeline keyframe, scripted move) propagates to clients.
if (UClass* GeneratedClass = Blueprint->GeneratedClass)
{
if (AActor* CDO = Cast<AActor>(GeneratedClass->GetDefaultObject()))
{
CDO->SetReplicates(true);
CDO->SetReplicateMovement(true);
}
}
// Compile and save // Compile and save
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(Blueprint); FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(Blueprint);
FKismetEditorUtilities::CompileBlueprint(Blueprint); FKismetEditorUtilities::CompileBlueprint(Blueprint);