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8 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
33 changed files with 1116 additions and 139 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
- [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

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@@ -1,10 +1,10 @@
---
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
---
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:
- UI: UMG driven by C++ (Slate)

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@@ -1,18 +1,30 @@
---
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
---
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):
```
"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:**
- 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
**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
## 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
- **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.
## Build
- Engine: Unreal Engine 5.5
- Plugin location: `Unreal/Plugins/PS_Editor/`
- Game module: `PS_ProserveEditor` (in `Unreal/Source/PS_ProserveEditor/`)
- Engine: Unreal Engine 5.7 (host project migrated from 5.5 in April 2026)
- Plugin location: `Unreal/Plugins/PS_Editor/` (consumed via NTFS junction from the PROSERVE host project's `Plugins/` directory)
- 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):
```
"<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
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_SceneLoader.h"
#include "PS_Editor_SceneData.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;
PendingBaseLevel = BaseLevel;
PendingScenarioType = ScenarioType;
LastEditedScenarioName = ScenarioName;
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()
@@ -45,3 +51,44 @@ void UPS_Editor_GameInstanceSubsystem::ReturnToEditor(const UObject* WorldContex
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")
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")
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). */
UFUNCTION(BlueprintCallable, Category = "PS_Editor")

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@@ -812,7 +812,7 @@ void APS_Editor_Pawn::HandleLeftClickStarted(const FInputActionValue& Value)
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;
}
}
@@ -868,7 +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;
}
}
@@ -1059,7 +1059,7 @@ void APS_Editor_Pawn::HandleTranslateMode(const FInputActionValue& Value)
if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
{
SM->SetTransformMode(EPS_Editor_TransformMode::Translate);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Translate mode"));
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Translate mode"));
}
}
}
@@ -1072,7 +1072,7 @@ void APS_Editor_Pawn::HandleRotateMode(const FInputActionValue& Value)
if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
{
SM->SetTransformMode(EPS_Editor_TransformMode::Rotate);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Rotate mode"));
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Rotate mode"));
}
}
}
@@ -1085,7 +1085,7 @@ void APS_Editor_Pawn::HandleScaleMode(const FInputActionValue& Value)
if (UPS_Editor_SelectionManager* SM = EditorPC->GetSelectionManager())
{
SM->SetTransformMode(EPS_Editor_TransformMode::Scale);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Scale mode"));
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Scale mode"));
}
}
}
@@ -1155,7 +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)
{
@@ -1288,11 +1288,6 @@ void APS_Editor_Pawn::HandleSnapToGround(const FInputActionValue& Value)
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
TArray<FVector> OldPoints = Spline->GetAllPointLocations();

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@@ -138,8 +138,8 @@ void APS_Editor_PlayerController::BeginPlay()
if (!Sub->PendingScenarioName.IsEmpty() && SpawnManager && SceneSerializer)
{
bool bLoaded = SceneSerializer->LoadScene(Sub->PendingScenarioName, SpawnManager);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: LoadScene('%s') = %s"),
bool bLoaded = SceneSerializer->LoadScenario(Sub->PendingScenarioName, SpawnManager);
UE_LOG(LogTemp, Log, TEXT("PS_Editor: LoadScenario('%s') = %s"),
*Sub->PendingScenarioName, bLoaded ? TEXT("OK") : TEXT("FAILED"));
}
Sub->PendingScenarioName.Empty();
@@ -210,6 +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)
{
Super::Tick(DeltaTime);
@@ -655,7 +669,7 @@ void APS_Editor_PlayerController::BeginPointPlacement(TSubclassOf<AActor> InActo
bAppendingToActor = false;
AppendInitialPoints.Empty();
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)
@@ -682,7 +696,7 @@ void APS_Editor_PlayerController::BeginPointPlacementAppend(AActor* ExistingActo
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()
@@ -718,7 +732,7 @@ void APS_Editor_PlayerController::FinishPointPlacement()
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;
AppendInitialPoints.Empty();
EditorMode = EPS_Editor_EditorMode::Normal;
@@ -759,7 +773,7 @@ void APS_Editor_PlayerController::LoadBaseLevelAsSublevel(const FString& LevelNa
CurrentSublevel->SetShouldBeVisible(false);
CurrentSublevel->SetIsRequestingUnloadAndRemoval(true);
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
@@ -879,7 +893,7 @@ void APS_Editor_PlayerController::LoadBaseLevelAsSublevel(const FString& LevelNa
ExtraSublevel->SetShouldBeLoaded(true);
ExtraSublevel->SetShouldBeVisible(true);
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
{
@@ -927,7 +941,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
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);
APS_Editor_CameraStart* CameraStart = nullptr;
@@ -940,7 +954,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
if (APostProcessVolume* PPVolume = Cast<APostProcessVolume>(Actor))
{
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
@@ -958,7 +972,7 @@ void APS_Editor_PlayerController::DisableSublevelPostProcessMaterials()
const FRotator YawOnly(CameraStart->GetActorRotation().Pitch, CameraStart->GetActorRotation().Yaw, 0.0f);
MyPawn->SetActorLocationAndRotation(CameraStart->GetActorLocation(), 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());
}
}
@@ -1077,7 +1091,7 @@ void APS_Editor_PlayerController::HandleEditorClick(FVector2D ScreenPos, bool bA
{
const int32 InsertIdx = Spline->FindInsertIndex(TubeHit.ImpactPoint);
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;
}
}

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@@ -143,6 +143,7 @@ public:
protected:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float DeltaTime) override;
virtual void OnPossess(APawn* InPawn) override;

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@@ -195,7 +195,7 @@ void UPS_Editor_SelectionManager::SelectActor(AActor* Actor)
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)
@@ -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)
{
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Cleared selection (%d actors)"), Count);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: Cleared selection (%d actors)"), Count);
}
}

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@@ -98,7 +98,7 @@ void UPS_Editor_UndoManager::RecordAction(TSharedPtr<FPS_Editor_Action> Action)
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());
}

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@@ -68,4 +68,10 @@ struct FPS_Editor_SceneData
* 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;
};

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@@ -49,11 +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();
if (!WorldContextObject || SceneName.IsEmpty())
if (!WorldContextObject || ScenarioName.IsEmpty())
{
return false;
}
@@ -65,7 +67,7 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
}
// Read JSON file
const FString FilePath = GetSceneFilePath(SceneName);
const FString FilePath = GetSceneFilePath(ScenarioName);
FString JsonString;
if (!FFileHelper::LoadFileToString(JsonString, *FilePath))
{
@@ -81,11 +83,22 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
return false;
}
if (!LoadSceneFromData(World, SceneData, OutActors, Filter))
if (!LoadScenarioFromData(World, SceneData, OutActors, Filter))
{
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
if (bStripEditorComponents)
{
@@ -94,11 +107,6 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
if (!Actor) continue;
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>())
{
ToRemove.Add(Spawnable);
@@ -124,20 +132,54 @@ bool UPS_Editor_SceneLoader::LoadScene(const UObject* WorldContextObject, const
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)
{
return false;
}
// 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);
UPS_Editor_TimelineSubsystem* TimelineSS = World->GetSubsystem<UPS_Editor_TimelineSubsystem>();
// 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;
@@ -147,7 +189,8 @@ bool UPS_Editor_SceneLoader::LoadSceneFromData(UWorld* World, const FPS_Editor_S
AActor* SpawnedActor = SpawnActorFromData(World, ActorData, Filter);
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())
{
TimelineSS->RegisterActorId(SpawnedActor, ActorData.ActorId);
@@ -213,8 +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'"),
SpawnedCount, *SceneData.SceneName);
UE_LOG(LogTemp, Log, TEXT("PS_Editor SceneLoader: Loaded %d actor(s) from scenario '%s' [filter=%d]"),
SpawnedCount, *SceneData.SceneName, (int32)Filter);
return SpawnedCount > 0;
}

View File

@@ -5,7 +5,7 @@
#include "Kismet/BlueprintFunctionLibrary.h"
#include "PS_Editor_SceneLoader.generated.h"
/** Filter for selective scene loading. */
/** Filter for selective scenario loading. */
UENUM(BlueprintType)
enum class EPS_Editor_SceneLoadFilter : uint8
{
@@ -15,20 +15,27 @@ enum class EPS_Editor_SceneLoadFilter : uint8
};
/**
* Standalone scene loader for PS_Editor.
* Loads a JSON scene file and spawns all actors with their properties and spline data.
* Standalone scenario loader for PS_Editor.
* 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
* 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:
* void AMyGameMode::BeginPlay()
* {
* Super::BeginPlay();
* 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()
class PS_EDITOR_API UPS_Editor_SceneLoader : public UBlueprintFunctionLibrary
@@ -37,56 +44,71 @@ class PS_EDITOR_API UPS_Editor_SceneLoader : public UBlueprintFunctionLibrary
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.
* @param SceneName Scene name (without .json extension).
* @param OutActors Filled with all spawned actors.
* The call is additive — existing world content is preserved. Spawned actors are tracked
* internally so UnloadScenario() can clean them up; this lets you switch scenarios at
* 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).
* @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"))
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);
/**
* Load scene from an already-parsed SceneData struct.
* Useful if you want to parse the JSON yourself or modify data before spawning.
* Destroy every actor previously spawned via LoadScenario(). No-op if nothing was loaded
* 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);
/**
* Get the directory where scenes are stored.
* Get the directory where scenarios are stored.
*/
UFUNCTION(BlueprintCallable, Category = "PS_Editor")
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")
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")
static FString GetSceneFilePathForLevel(const FString& SceneName, const FString& LevelName);
/**
* Get all saved scene names. Optionally filter by level name.
* @param LevelFilter If not empty, only return scenes associated with this level.
* Get all saved scenario names. Optionally filter by level name.
* @param LevelFilter If not empty, only return scenarios associated with this level.
*/
UFUNCTION(BlueprintCallable, Category = "PS_Editor")
static TArray<FString> GetSavedSceneNames(const FString& LevelFilter = TEXT(""));
/**
* Get the level name associated with a saved scene (reads the JSON header without spawning).
* Get the level name associated with a saved scenario (reads the JSON header without spawning).
*/
UFUNCTION(BlueprintCallable, Category = "PS_Editor")
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.
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "PS_Editor")
@@ -103,7 +125,7 @@ public:
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"))
static TArray<FString> GetSavedSceneNamesForCurrentLevel(const UObject* WorldContextObject);
@@ -114,4 +136,8 @@ private:
/** Apply custom editable properties to a spawned actor. */
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

@@ -111,7 +111,7 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_
if (IPS_Editor_SplineEditable* Spline = Cast<IPS_Editor_SplineEditable>(Actor))
{
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);
}
@@ -171,6 +171,7 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_
if (SpawnManager)
{
SceneData.bUseDynamicNavigation = SpawnManager->bUseDynamicNavigation;
SceneData.ScenarioType = SpawnManager->ScenarioType;
}
// Convert to JSON
@@ -201,7 +202,7 @@ bool UPS_Editor_SceneSerializer::SaveScene(const FString& SceneName, UPS_Editor_
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())
{
@@ -450,6 +451,7 @@ bool UPS_Editor_SceneSerializer::LoadScene(const FString& SceneName, UPS_Editor_
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);
@@ -521,9 +523,9 @@ 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) LoadScene before re-spawning saved actors (we
// 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 LoadScene that handles legacy saves), and
// 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).
}

View File

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

View File

@@ -181,7 +181,7 @@ void UPS_Editor_EditableComponent::PostEditChangeProperty(FPropertyChangedEvent&
FPS_Editor_EditablePropertyEntry NewEntry;
NewEntry.Path = FullPath;
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

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();
}

View File

@@ -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;
};

View File

@@ -18,8 +18,11 @@ APS_Editor_MandatoryAnchor::APS_Editor_MandatoryAnchor()
SpriteComponent->bIsScreenSizeScaled = true;
SpriteComponent->ScreenSize = 0.0015f;
// Pivot icon — clearly distinct from APS_Editor_CameraStart's note icon.
static ConstructorHelpers::FObjectFinder<UTexture2D> IconFinder(TEXT("/Engine/EditorResources/S_Pivot"));
// 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);

View File

@@ -156,7 +156,7 @@ namespace PS_Editor_NavUtils
if (Mat)
{
GSurfaceMaterial = Mat;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: NavMesh surface material loaded from %s"), GNavMeshSurfaceMaterialPath);
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: NavMesh surface material loaded from %s"), GNavMeshSurfaceMaterialPath);
GSurfaceMaterialMissingWarned = false;
return Mat;
}

View File

@@ -42,7 +42,7 @@ void UPS_Editor_SpawnCatalog::CaptureAllThumbnails()
// Skip if already has a custom 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;
}
@@ -111,7 +111,7 @@ void UPS_Editor_SpawnCatalog::CaptureAllThumbnails()
Blueprint->MarkPackageDirty();
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);

View File

@@ -118,4 +118,16 @@ public:
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PS_Editor")
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

@@ -8,6 +8,7 @@
#include "PS_Editor_GroundSnap.h"
#include "PS_Editor_NavUtils.h"
#include "PS_Editor_MandatoryAnchor.h"
#include "PS_Editor_FloorCutManager.h"
#include "AIController.h"
#include "BrainComponent.h"
#include "EngineUtils.h"
@@ -96,11 +97,6 @@ void UPS_Editor_SpawnManager::AddCatalog(UPS_Editor_SpawnCatalog* InCatalog)
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);
}
@@ -315,6 +311,19 @@ AActor* UPS_Editor_SpawnManager::SpawnActorDirect(UClass* ActorClass, FVector Lo
SpawnedActors.Add(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;
}
@@ -340,6 +349,17 @@ void UPS_Editor_SpawnManager::TrackSpawnedActor(AActor* Actor)
if (APlayerController* PC = OwnerPC.Get())
{
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);
}
}
}
}
}
}
@@ -427,7 +447,6 @@ AActor* UPS_Editor_SpawnManager::RespawnActorWithProperties(AActor* OldActor, co
if (Prop)
{
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());
}
}
}
@@ -494,7 +513,7 @@ void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
{
if (E.bIsMandatory) ++MandatoryCount;
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: EnsureMandatoryActorsPresent — scanning %d catalog entries (%d marked mandatory)"),
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: EnsureMandatoryActorsPresent — scanning %d catalog entries (%d marked mandatory)"),
ResolvedEntries.Num(), MandatoryCount);
if (MandatoryCount == 0)
{
@@ -513,7 +532,7 @@ void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
{
AnchorXf = Anchor->GetActorTransform();
bAnchorFound = true;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: MandatoryAnchor found at %s"), *AnchorXf.GetLocation().ToString());
UE_LOG(LogTemp, Verbose, TEXT("PS_Editor: MandatoryAnchor found at %s"), *AnchorXf.GetLocation().ToString());
break;
}
}
@@ -546,7 +565,6 @@ void UPS_Editor_SpawnManager::EnsureMandatoryActorsPresent()
if (bAlreadyPresent)
{
++SkippedExisting;
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Mandatory '%s' already present, skipping."), *Entry.DisplayName);
continue;
}

View File

@@ -102,6 +102,12 @@ public:
* 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

View File

@@ -389,7 +389,7 @@ bool UPS_Editor_TimelineSubsystem::AddOrUpdateKeyAtCurrentTime(AActor* Actor, co
const FGuid ActorId = GetOrCreateActorId(Actor);
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);
// Resolve property to read current value

View File

@@ -32,6 +32,7 @@
#include "DesktopPlatformModule.h"
#include "PS_Editor_GameInstanceSubsystem.h"
#include "PS_Editor_TimelineSubsystem.h"
#include "PS_Editor_FloorCutManager.h"
#include "Engine/World.h"
#include "PS_Editor_UIStyleAsset.h"
#include "PS_Editor_UIStyle.h"
@@ -591,6 +592,69 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::RebuildWidget()
]
]
]
// 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)
@@ -829,6 +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)
]
];
}
@@ -1170,7 +1298,8 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
{
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;
if (Sub->EditorMapName.IsEmpty())
{
@@ -1288,7 +1417,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
}
}
SceneSerializer->LoadScene(FileName, SpawnManager.Get());
SceneSerializer->LoadScenario(FileName, SpawnManager.Get());
bSceneDirty = false;
if (SaveNameField.IsValid())
{
@@ -1547,18 +1676,14 @@ void UPS_Editor_MainWidget::PopulateSceneList()
// No base level in the scenario file — try to resolve the default from the catalog.
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());
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())
{
SceneLevelName = Entry.DisplayName;
bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName);
UE_LOG(LogTemp, Log, TEXT(" -> Picked default '%s' (in PathMap=%d)"),
*SceneLevelName, bHasValidBaseLevel ? 1 : 0);
break;
}
}
@@ -1593,7 +1718,7 @@ void UPS_Editor_MainWidget::PopulateSceneList()
// current sublevel as-is — don't unload it (avoids empty scenes).
}
SceneSerializer->LoadScene(Name, SpawnManager.Get());
SceneSerializer->LoadScenario(Name, SpawnManager.Get());
bSceneDirty = false;
if (SaveNameField.IsValid())
{
@@ -2401,7 +2526,7 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditableComponent has 0 properties on %s"), *Actor->GetName());
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 ValueFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
@@ -2429,8 +2554,6 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
Row.DisplayName = EditComp->GetDisplayName(Entry.Path);
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);
if (!Target)
{
@@ -2451,8 +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());
continue;
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved OK → %s on %s"), *Row.CachedProperty->GetName(), *Target->GetClass()->GetName());
const int32 RowIndex = DynamicPropertyRows.Num();
// Label
@@ -2703,7 +2824,7 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
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()
@@ -3033,7 +3154,7 @@ void UPS_Editor_MainWidget::ApplyPropertyFromUI(int32 RowIndex)
if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc))
{
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());
}
}
@@ -3060,7 +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
const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass());
@@ -3344,10 +3465,57 @@ 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())
@@ -4039,7 +4207,7 @@ void UPS_Editor_MainWidget::RebuildTimelineTracksList()
// previously-selected actor (e.g. a spline still in overlay-visible state)
// is properly released and its handles/highlight go away.
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"));
if (TrackActor)
{

View File

@@ -107,6 +107,10 @@ private:
TSharedPtr<STextBlock> SnapText;
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
TSharedPtr<SVerticalBox> SpawnListContainer;
@@ -134,13 +138,19 @@ private:
void ConfirmBaseLevelSelection();
void CancelBaseLevelPopup();
// Global Settings popup (per-scenario nav option + session-only navmesh visu).
// 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
TSharedPtr<SEditableTextBox> LocX, LocY, LocZ;
TSharedPtr<SEditableTextBox> RotX, RotY, RotZ;

View File

@@ -32,6 +32,7 @@
#include "DesktopPlatformModule.h"
#include "PS_Editor_GameInstanceSubsystem.h"
#include "PS_Editor_TimelineSubsystem.h"
#include "PS_Editor_FloorCutManager.h"
#include "Engine/World.h"
// Forward declaration — the real definition lives further down with the timeline UI block,
@@ -550,6 +551,69 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::RebuildWidget()
]
]
]
// 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)
[
@@ -677,6 +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)
]
];
}
@@ -1011,7 +1138,8 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
{
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;
if (Sub->EditorMapName.IsEmpty())
{
@@ -1128,7 +1256,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
}
}
SceneSerializer->LoadScene(FileName, SpawnManager.Get());
SceneSerializer->LoadScenario(FileName, SpawnManager.Get());
bSceneDirty = false;
if (SaveNameField.IsValid())
{
@@ -1381,18 +1509,14 @@ void UPS_Editor_MainWidget_Legacy::PopulateSceneList()
// No base level in the scenario file — try to resolve the default from the catalog.
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());
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())
{
SceneLevelName = Entry.DisplayName;
bHasValidBaseLevel = BaseLevelPathMap.Contains(SceneLevelName);
UE_LOG(LogTemp, Log, TEXT(" -> Picked default '%s' (in PathMap=%d)"),
*SceneLevelName, bHasValidBaseLevel ? 1 : 0);
break;
}
}
@@ -1427,7 +1551,7 @@ void UPS_Editor_MainWidget_Legacy::PopulateSceneList()
// current sublevel as-is — don't unload it (avoids empty scenes).
}
SceneSerializer->LoadScene(Name, SpawnManager.Get());
SceneSerializer->LoadScenario(Name, SpawnManager.Get());
bSceneDirty = false;
if (SaveNameField.IsValid())
{
@@ -2076,7 +2200,7 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
UE_LOG(LogTemp, Warning, TEXT("PS_Editor: EditableComponent has 0 properties on %s"), *Actor->GetName());
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 ValueFont = FCoreStyle::GetDefaultFontStyle("Regular", 9);
@@ -2104,8 +2228,6 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
Row.DisplayName = EditComp->GetDisplayName(Entry.Path);
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);
if (!Target)
{
@@ -2126,8 +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());
continue;
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Resolved OK → %s on %s"), *Row.CachedProperty->GetName(), *Target->GetClass()->GetName());
const int32 RowIndex = DynamicPropertyRows.Num();
// Label
@@ -2374,7 +2494,7 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
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()
@@ -2707,7 +2827,7 @@ void UPS_Editor_MainWidget_Legacy::ApplyPropertyFromUI(int32 RowIndex)
if (UFunction* RepFunc = Target->FindFunction(Row.CachedProperty->RepNotifyFunc))
{
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());
}
}
@@ -2734,7 +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
const bool bImplementsInterface = Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass());
@@ -3018,10 +3138,54 @@ 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())
@@ -3689,7 +3853,7 @@ void UPS_Editor_MainWidget_Legacy::RebuildTimelineTracksList()
// previously-selected actor (e.g. a spline still in overlay-visible state)
// is properly released and its handles/highlight go away.
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"));
if (TrackActor)
{

View File

@@ -80,6 +80,11 @@ private:
TSharedPtr<STextBlock> SnapText;
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
TSharedPtr<SVerticalBox> SpawnListContainer;
@@ -107,7 +112,7 @@ private:
void ConfirmBaseLevelSelection();
void CancelBaseLevelPopup();
// Global Settings popup (per-scenario nav option + session-only navmesh visu).
// Global Settings popup (per-scenario nav option + session-only navmesh visu + scenario type).
TSharedPtr<SWidget> SettingsPopup;
void OpenSettingsPopup();
void CloseSettingsPopup();
@@ -116,6 +121,12 @@ private:
/** 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
TSharedPtr<SEditableTextBox> LocX, LocY, LocZ;
TSharedPtr<SEditableTextBox> RotX, RotY, RotZ;

View File

@@ -4,7 +4,9 @@
#include "PS_Editor_SpawnManager.h"
#include "PS_Editor_SceneSerializer.h"
#include "PS_Editor_PlayerController.h"
#include "PS_Editor_FloorCutManager.h"
#include "GameFramework/PlayerController.h"
#include "Engine/World.h"
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 (!Ser || !SM || Name.IsEmpty()) return false;
Ser->LoadScene(Name, SM);
Ser->LoadScenario(Name, SM);
OnSceneDirty.Broadcast();
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 --------------------
EPS_Editor_TransformMode UPS_Editor_MainWidget_UMG::GetCurrentTransformMode() const

View File

@@ -70,6 +70,22 @@ public:
UFUNCTION(BlueprintCallable, Category = "PS Editor|Selection")
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 ====================
UFUNCTION(BlueprintPure, Category = "PS Editor|Tools")
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"));
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
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(Blueprint);
FKismetEditorUtilities::CompileBlueprint(Blueprint);