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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
9 changed files with 560 additions and 0 deletions

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@@ -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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@@ -8,6 +8,7 @@
#include "PS_Editor_GroundSnap.h" #include "PS_Editor_GroundSnap.h"
#include "PS_Editor_NavUtils.h" #include "PS_Editor_NavUtils.h"
#include "PS_Editor_MandatoryAnchor.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 "EngineUtils.h"
@@ -310,6 +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;
} }
@@ -335,6 +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);
}
}
}
} }
} }
} }

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@@ -32,6 +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"
@@ -892,6 +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)
]
]; ];
} }

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@@ -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;

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@@ -32,6 +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,
@@ -740,6 +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)
]
]; ];
} }

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@@ -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;

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@@ -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)
{ {
@@ -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

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@@ -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;