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62
CLAUDE.md
62
CLAUDE.md
@@ -10,6 +10,68 @@ Unreal Engine 5.5 project with runtime editor plugin (PS_Editor). The plugin ena
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- **Serialization**: JSON via Json/JsonUtilities modules (FJsonObjectConverter)
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- **Input**: Enhanced Input system (AZERTY: arrows + A/Q movement, E/R/T modes)
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## Editor vs. Gameplay execution boundary — CRITICAL
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The plugin runs in two distinct modes and it's essential never to leak editor-only code
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into the gameplay runtime loaded via `UPS_Editor_SceneLoader::LoadScene` (standalone).
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### Editor runtime mode
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Activated when the `APS_Editor_PlayerController` + `APS_Editor_HUD` + `UPS_Editor_MainWidget*`
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stack is created (typical during authoring — the user is in the runtime editor).
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- `UPS_Editor_SceneLoader::bIsEditorModeActive == true`
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- The HUD widget drives property editing, catalogue spawn, save/load, simulate, timeline
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- Interface methods called **only** by the widget (never in gameplay):
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- `GetCustomOptionsForProperty` / `GetCustomOptionsWithValuesForProperty` / `GetCurrentDisplayForProperty`
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- `OnEditorModeChanged`, `OnEditorTick`
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- `OnEditorNeedsReinit`, `OnEditorNeedsRespawn`
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### Gameplay mode
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The project (PROSERVE) loads a scenario via `UPS_Editor_SceneLoader::LoadScene` from a GameMode
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BeginPlay, without ever instantiating the editor PlayerController / HUD / widget.
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- `UPS_Editor_SceneLoader::bIsEditorModeActive == false`
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- Actors spawn, their properties are applied from JSON, `OnPropertiesLoaded` fires once
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- The timeline subsystem auto-plays if the scenario has tracks, driven **server-side only**
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### Interface methods that fire in BOTH modes
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- `OnPropertiesLoaded` — after every scene load, editor or gameplay (applied once post-spawn)
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- `OnEditorPropertyChanged` — fires both in editor (on UI edit via `ApplyPropertyFromUI`) AND
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in gameplay (on server when the timeline applies a new keyframe value via
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`TimelineSubsystem::ApplyTrackAtTime`). Despite the name, the "Editor" refers to the
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PS_Editor plugin — the event is the canonical hook for "a property changed at runtime".
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In gameplay only the **server** invokes it; client-side reaction must go through
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`ReplicatedUsing=OnRep_X` RepNotify on the replicated property.
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### Rule when adding new features
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- Anything tied to property panel UI (new interface method, new widget logic, dropdown
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helpers, etc.) lives in the widget only — no extra work to scope it out of gameplay
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- Anything added to the `SceneLoader::LoadScene` path runs in gameplay and must handle
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`NM_Client`, replication, and server-authority correctly (the timeline subsystem is the
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reference pattern)
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- Expensive BP implementations of editor-UI interface methods (DataTable lookups, class
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resolution, etc.) can stay expensive — they never run outside the authoring session
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### How to guard code that could run in either mode
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```cpp
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if (UPS_Editor_SceneLoader::IsInEditorMode())
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{
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// editor-only behaviour
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}
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```
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or gate on `bIsCurrentlyLoading` to skip BP init during JSON restore.
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## UI Modes — IMPORTANT for widget changes
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The runtime editor ships with **multiple widget implementations** that must all stay in sync:
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- `PS_Editor_MainWidget.cpp/.h` — modern UMG-based widget (primary target long-term)
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- `PS_Editor_MainWidget_Legacy.cpp/.h` — Slate-only legacy widget (**currently active** as of April 2026)
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- `PS_Editor_MainWidget_UMG.cpp/.h` — UMG variant
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The user can switch between them via a `UIMode` setting. At any given time only one is running, but the project keeps all three compiled.
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**Rule:** when changing any behavior inside a widget (new interface calls, new property row logic, new UI controls, bug fixes in RebuildDynamicProperties / ApplyPropertyFromUI / RefreshDynamicPropertyValues, etc.), **apply the change to ALL widget implementations at the same time**. Otherwise the user's current UIMode gets the fix and the others don't — the "it's like you didn't change anything" bug.
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Symptom that the wrong widget was edited: logs you added don't appear in the Output Log despite the build being clean and the DLL being correctly loaded. Always grep for the function name across all `PS_Editor_MainWidget*.cpp` files before assuming a single edit is sufficient.
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## Naming Conventions
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- All plugin files and classes use the `PS_Editor_` prefix (e.g., `PS_Editor_GameMode`, `PS_Editor_Pawn`)
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- Code and comments in English
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@@ -9,6 +9,7 @@
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#include "PS_Editor_SplineActor.h"
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#include "PS_Editor_SplineEditable.h"
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#include "PS_Editor_PointPlaceable.h"
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#include "PS_Editor_EditableInterface.h"
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#include "Engine/LevelStreamingDynamic.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/CharacterMovementComponent.h"
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@@ -237,6 +238,16 @@ void APS_Editor_PlayerController::CloseEditor()
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void APS_Editor_PlayerController::StartSimulation()
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{
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// If a RequestStopSimulation is in flight, cancel it — user wants to resume.
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if (UWorld* World = GetWorld())
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{
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if (PendingStopSimulationHandle.IsValid())
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{
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World->GetTimerManager().ClearTimer(PendingStopSimulationHandle);
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PendingStopSimulationHandle.Invalidate();
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}
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}
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if (bSimulating) return;
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bSimulating = true;
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@@ -286,7 +297,18 @@ void APS_Editor_PlayerController::StartSimulation()
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}
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}
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if (AAIController* AIC = Cast<AAIController>(P->GetController()))
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AController* RawCtrl = P->GetController();
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// Safety net: if auto-possession never fired (e.g. AutoPossessAI=Disabled, or
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// pawn got its tick frozen before possession completed), spawn the default
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// AIController now so the BT can run during simulation.
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if (!RawCtrl && P->AIControllerClass)
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{
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P->SpawnDefaultController();
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RawCtrl = P->GetController();
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}
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if (AAIController* AIC = Cast<AAIController>(RawCtrl))
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{
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AIC->SetActorTickEnabled(true);
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if (UBrainComponent* Brain = AIC->GetBrainComponent())
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@@ -298,11 +320,35 @@ void APS_Editor_PlayerController::StartSimulation()
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}
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}
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// Broadcast OnEditorSimulateStart to every spawned actor that implements the editable
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// interface — fired AFTER AI has been enabled so BP handlers can query the AI state.
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if (SpawnManager)
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{
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for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
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{
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AActor* Actor = Weak.Get();
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if (Actor && Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
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{
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IPS_Editor_EditableInterface::Execute_OnEditorSimulateStart(Actor);
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}
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}
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}
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UE_LOG(LogTemp, Log, TEXT("PS_Editor: Simulation started (%d actors saved)"), SimulationSavedTransforms.Num());
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}
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void APS_Editor_PlayerController::SetSimulationPaused(bool bPaused)
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{
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// Resuming? Cancel any in-flight deferred stop (user chose to keep going).
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if (!bPaused && PendingStopSimulationHandle.IsValid())
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{
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if (UWorld* World = GetWorld())
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{
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World->GetTimerManager().ClearTimer(PendingStopSimulationHandle);
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PendingStopSimulationHandle.Invalidate();
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}
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}
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// Toggle AI tick + BT on every spawned pawn without touching bSimulating or the saved
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// transforms — the timeline's Pause uses this so characters freeze instead of snapping
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// back to their pre-play positions.
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@@ -332,9 +378,73 @@ void APS_Editor_PlayerController::SetSimulationPaused(bool bPaused)
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}
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}
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void APS_Editor_PlayerController::RequestStopSimulation()
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{
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if (!bSimulating) return;
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// If a request is already scheduled, do nothing (debounce double-clicks on Stop).
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if (UWorld* World = GetWorld())
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{
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if (PendingStopSimulationHandle.IsValid()) return;
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}
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// Fire OnEditorBeforeSimulateStop immediately on every actor so BP handlers can react
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// while the BT is still live. Then schedule the real cut for ~500ms later.
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if (SpawnManager)
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{
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for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
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{
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AActor* Actor = Weak.Get();
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if (Actor && Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
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{
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IPS_Editor_EditableInterface::Execute_OnEditorBeforeSimulateStop(Actor);
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}
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}
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}
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if (UWorld* World = GetWorld())
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{
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TWeakObjectPtr<APS_Editor_PlayerController> WeakThis(this);
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World->GetTimerManager().SetTimer(PendingStopSimulationHandle,
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[WeakThis]()
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{
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if (APS_Editor_PlayerController* Self = WeakThis.Get())
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{
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if (Self->IsSimulating())
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{
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Self->StopSimulation();
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}
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Self->PendingStopSimulationHandle.Invalidate();
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}
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},
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0.5f, false);
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}
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else
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{
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// No world timer available (shouldn't happen in practice) — fall back to sync stop.
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StopSimulation();
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}
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}
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void APS_Editor_PlayerController::StopSimulation()
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{
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if (!bSimulating) return;
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// Broadcast OnEditorSimulateStop to every spawned actor BEFORE we actually cut AI or
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// restore transforms. At this point bSimulating is still true and the BT is still
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// live — BP handlers can read world state, stop audio, log telemetry, etc.
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if (SpawnManager)
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{
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for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
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{
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AActor* Actor = Weak.Get();
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if (Actor && Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
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{
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IPS_Editor_EditableInterface::Execute_OnEditorSimulateStop(Actor);
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}
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}
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}
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bSimulating = false;
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// Disable AI logic and re-apply rotation/movement overrides on all spawned pawns
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@@ -62,14 +62,24 @@ public:
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// ---- Simulate Mode ----
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/** Start simulation: enable AI, store actor positions, disable saving. */
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/** Start simulation: enable AI, store actor positions, disable saving.
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* Cancels any in-flight deferred RequestStopSimulation. */
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UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
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void StartSimulation();
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/** Stop simulation: disable AI, restore actor positions, re-enable saving. */
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/** Stop simulation: disable AI, restore actor positions, re-enable saving.
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* Synchronous — fires OnEditorSimulateStop and cuts AI immediately. Callers that want
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* a BT grace period (with OnEditorBeforeSimulateStop) should use RequestStopSimulation. */
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UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
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void StopSimulation();
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/** Request a deferred stop: fires OnEditorBeforeSimulateStop immediately, then schedules
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* the real StopSimulation after a grace period (500ms by default) so BT has time to
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* react to whatever the BP handler does in OnEditorBeforeSimulateStop.
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* Timeline Stop and the Simulate toolbar button both go through this. */
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UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
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void RequestStopSimulation();
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/** True while simulation is running. */
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UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
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bool IsSimulating() const { return bSimulating; }
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@@ -165,6 +175,9 @@ private:
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/** Saved transforms for all spawned actors before simulation, to restore on stop. */
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TMap<TWeakObjectPtr<AActor>, FTransform> SimulationSavedTransforms;
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/** Timer handle for the deferred StopSimulation used by RequestStopSimulation. */
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FTimerHandle PendingStopSimulationHandle;
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/** Currently loaded sublevel instance. */
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UPROPERTY()
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TObjectPtr<ULevelStreamingDynamic> CurrentSublevel;
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@@ -4,6 +4,30 @@
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#include "UObject/Interface.h"
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#include "PS_Editor_EditableInterface.generated.h"
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/**
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* A single entry in a property's custom dropdown: what the user sees vs. what gets
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* written into the property. Useful when the stored value is a class path, a tag,
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* or any technical identifier and you want a human-friendly label in the combo.
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*/
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USTRUCT(BlueprintType)
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struct FPS_Editor_PropertyOption
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{
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GENERATED_BODY()
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/** Label shown in the runtime editor combo box. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
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FString DisplayName;
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/**
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* Value written into the property when this option is selected (passed through
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* FProperty::ImportText_InContainer). For a class-name FString, this would be
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* the full class path; for an enum you'd use the NameString; for a free FString,
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* any value you want stored.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
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FString Value;
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};
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UINTERFACE(BlueprintType, meta = (DisplayName = "PS Editor Editable"))
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class PS_EDITOR_API UPS_Editor_EditableInterface : public UInterface
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{
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@@ -60,6 +84,55 @@ public:
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
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void OnEditorModeChanged(bool bIsEditing);
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/**
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* Fired on every spawned actor once when the simulation starts — either via the
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* Simulate button or the timeline Play button (which calls StartSimulation under
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* the hood). Use this to kick off behaviour that should only happen while AI is live
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* (spawn FX, reset state counters, unlock input, etc.).
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
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void OnEditorSimulateStart();
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/**
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* Fired on every spawned actor once when the simulation is about to stop — either via
|
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* the Simulate button, the Stop button, or after a natural end. Called BEFORE AI tick
|
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* is actually cut and BEFORE transforms are restored, so the BT is still live and you
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* can still read / write state. Use this for cleanup (stop audio, save telemetry, etc.).
|
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*
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* Timing: fires at the "AI cut" moment, AFTER any grace period the timeline applied
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* (typically 500ms after Stop was clicked). BT is still live but about to be disabled.
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*/
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
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void OnEditorSimulateStop();
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/**
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* Fired synchronously on the Stop sequence, AFTER the timeline has restored the
|
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* pre-animation baseline onto every track (so properties are back to their initial
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* values and OnEditorPropertyChanged has already fired for each of them) but BEFORE
|
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* the grace period that leads up to the actual AI cut.
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*
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* Use this hook to trigger transition animations, resume BT branches, stop in-flight
|
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* actions — whatever reacts to the baseline being restored. You have ~500ms before
|
||||
* OnEditorSimulateStop fires and the AI tick is disabled, so anything you start here
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* has time to play out on-screen.
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*
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||||
* Timing sequence:
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||||
* t=0 Stop() starts
|
||||
* RestoreBaseline → ImportText + OnEditorPropertyChanged per track
|
||||
* >>> OnEditorBeforeSimulateStop fires here <<<
|
||||
* Grace period scheduled (500ms)
|
||||
* t=500 OnEditorSimulateStop fires → AI tick cut → transforms restored
|
||||
*
|
||||
* Fires for ALL stop paths that go through RequestStopSimulation:
|
||||
* - Timeline Stop / Restart (baseline restored first, then this event)
|
||||
* - Simulate toolbar button when at least one timeline track exists
|
||||
* - Simulate toolbar button without any timeline track (no baseline restore, but
|
||||
* event still fires + grace period still granted)
|
||||
* Does NOT fire for direct StopSimulation calls (rare — e.g. forced editor close).
|
||||
*/
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
|
||||
void OnEditorBeforeSimulateStop();
|
||||
|
||||
/**
|
||||
* Called every frame while in editor mode.
|
||||
* Use this to update visuals dynamically based on property changes, animate helpers, etc.
|
||||
@@ -69,12 +142,49 @@ public:
|
||||
void OnEditorTick(float DeltaTime);
|
||||
|
||||
/**
|
||||
* Return custom dropdown options for a given property.
|
||||
* If the returned array is non-empty, the editor shows a combo box with these options
|
||||
* instead of the default widget for that property type.
|
||||
* Return custom dropdown options for a given property (display == stored value).
|
||||
* Simple form: the string shown in the combo is also the value written to the property.
|
||||
* Use GetCustomOptionsWithValuesForProperty when display and storage need to differ.
|
||||
*
|
||||
* @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType").
|
||||
* @return List of option strings. Empty = use default widget.
|
||||
* @return List of option strings. Empty = use default widget / fall through to the
|
||||
* structured variant below.
|
||||
*/
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
|
||||
TArray<FString> GetCustomOptionsForProperty(const FString& PropertyPath) const;
|
||||
|
||||
/**
|
||||
* Structured variant of GetCustomOptionsForProperty: each entry carries a separate
|
||||
* DisplayName (shown in the combo) and Value (written to the property). This is the
|
||||
* version to use when the stored variable is a class name, a tag, a technical id —
|
||||
* anything the user shouldn't have to read or type.
|
||||
*
|
||||
* Priority: if this returns a non-empty array, it wins over GetCustomOptionsForProperty.
|
||||
*
|
||||
* @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType").
|
||||
* @return List of display/value pairs. Empty = fall back to the flat-string variant.
|
||||
*/
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
|
||||
TArray<FPS_Editor_PropertyOption> GetCustomOptionsWithValuesForProperty(const FString& PropertyPath) const;
|
||||
|
||||
/**
|
||||
* Return the DisplayName that should appear in the combo for the CURRENT value of the
|
||||
* property. Use this when the runtime editor can't reliably reverse-lookup the display
|
||||
* from the raw stored value (e.g. several Values collapse to the same DisplayName, or
|
||||
* the Value format doesn't trivially match what you stored).
|
||||
*
|
||||
* The runtime editor calls this each frame while refreshing a row that has a custom-
|
||||
* options combo. Typical Blueprint implementation: switch on PropertyPath, resolve the
|
||||
* current variable (e.g. cast Self to your actor and read the Weapon variable), then
|
||||
* search your DataTable / lookup for the matching DisplayName and return it.
|
||||
*
|
||||
* Return an empty string to let the default resolution kick in (exact match then
|
||||
* normalized class-path match against the options returned by
|
||||
* GetCustomOptionsWithValuesForProperty).
|
||||
*
|
||||
* @param PropertyPath The property path (e.g. "Weapon" or "MyComponent.WeaponType").
|
||||
* @return DisplayName to show in the combo, or empty string to fall back.
|
||||
*/
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
|
||||
FString GetCurrentDisplayForProperty(const FString& PropertyPath) const;
|
||||
};
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "PS_Editor_EditableComponent.h"
|
||||
#include "PS_Editor_EditableInterface.h"
|
||||
#include "PS_Editor_PlayerController.h"
|
||||
#include "PS_Editor_SpawnManager.h"
|
||||
#include "Engine/World.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
@@ -87,11 +88,21 @@ bool UPS_Editor_TimelineSubsystem::IsTickable() const
|
||||
|
||||
void UPS_Editor_TimelineSubsystem::Play()
|
||||
{
|
||||
if (Data.Tracks.Num() == 0) return;
|
||||
// NOTE: do NOT early-return when Data.Tracks.Num() == 0 — the timeline Play button is
|
||||
// the only user-facing way to start simulation now (the old toolbar Simulate button was
|
||||
// removed), so it must drive StartSimulation unconditionally. An empty timeline still
|
||||
// runs the sim lifecycle (Start/BeforeStop/Stop events fire), it just doesn't animate
|
||||
// any property.
|
||||
if (CurrentTime >= Data.Duration)
|
||||
{
|
||||
CurrentTime = 0.f;
|
||||
}
|
||||
|
||||
// Make sure every track has a captured baseline. New tracks typically get their baseline
|
||||
// at creation time (in AddOrUpdateKeyAtCurrentTime), tracks loaded from a scenario get
|
||||
// theirs at SetData — this call is a safety net for anything that slipped through.
|
||||
CaptureBaselinesForAllMissingTracks();
|
||||
|
||||
bIsPlaying = true;
|
||||
|
||||
// Timeline and simulation are inherently linked: start simulation if it isn't running,
|
||||
@@ -135,20 +146,98 @@ void UPS_Editor_TimelineSubsystem::Stop()
|
||||
LastAppliedValues.Empty();
|
||||
LastAppliedValues.SetNum(Data.Tracks.Num());
|
||||
|
||||
// Full reset: stop simulation (restores pre-play transforms) and apply t=0 values so
|
||||
// the scene visually matches the timeline start.
|
||||
// Restore pre-play baseline values onto the actors BEFORE asking the PC to stop sim.
|
||||
// This fires OnEditorPropertyChanged per track so the BT sees the restored values
|
||||
// while it's still live (during the grace period that RequestStopSimulation sets up).
|
||||
RestoreBaseline();
|
||||
|
||||
// Delegate to the PlayerController: it fires OnEditorBeforeSimulateStop, waits for its
|
||||
// grace period, then runs the actual StopSimulation (which in turn fires the final
|
||||
// OnEditorSimulateStop and cuts AI). Same sequence the Simulate toolbar button uses.
|
||||
if (APS_Editor_PlayerController* EditorPC = FindEditorPC(GetWorld()))
|
||||
{
|
||||
if (EditorPC->IsSimulating())
|
||||
{
|
||||
EditorPC->StopSimulation();
|
||||
EditorPC->RequestStopSimulation();
|
||||
}
|
||||
}
|
||||
|
||||
ApplyValuesAtTime(CurrentTime);
|
||||
OnTimelineChanged.Broadcast();
|
||||
}
|
||||
|
||||
void UPS_Editor_TimelineSubsystem::CaptureBaselineForTrack(int32 TrackIndex)
|
||||
{
|
||||
if (!Data.Tracks.IsValidIndex(TrackIndex)) return;
|
||||
const FPS_Editor_TimelineTrack& Track = Data.Tracks[TrackIndex];
|
||||
const TPair<FGuid, FName> Key(Track.ActorId, Track.PropertyPath);
|
||||
if (PrePlayBaseline.Contains(Key)) return; // already captured
|
||||
|
||||
AActor* Actor = FindActorById(Track.ActorId);
|
||||
if (!Actor) return;
|
||||
UObject* Target = nullptr;
|
||||
FProperty* Prop = nullptr;
|
||||
ResolveTarget(Actor, Track.PropertyPath, Target, Prop);
|
||||
if (!Target || !Prop) return;
|
||||
|
||||
FString Value;
|
||||
Prop->ExportText_InContainer(0, Value, Target, Target, nullptr, PPF_None);
|
||||
PrePlayBaseline.Add(Key, MoveTemp(Value));
|
||||
}
|
||||
|
||||
void UPS_Editor_TimelineSubsystem::CaptureBaselinesForAllMissingTracks()
|
||||
{
|
||||
for (int32 i = 0; i < Data.Tracks.Num(); ++i)
|
||||
{
|
||||
CaptureBaselineForTrack(i);
|
||||
}
|
||||
}
|
||||
|
||||
void UPS_Editor_TimelineSubsystem::RestoreBaseline()
|
||||
{
|
||||
if (PrePlayBaseline.Num() == 0) return;
|
||||
|
||||
// Server-only write path (same guard as ApplyValuesAtTime).
|
||||
if (UWorld* World = GetWorld())
|
||||
{
|
||||
if (World->GetNetMode() == NM_Client) return;
|
||||
}
|
||||
|
||||
for (const FPS_Editor_TimelineTrack& Track : Data.Tracks)
|
||||
{
|
||||
const TPair<FGuid, FName> Key(Track.ActorId, Track.PropertyPath);
|
||||
const FString* BaselineValue = PrePlayBaseline.Find(Key);
|
||||
if (!BaselineValue) continue;
|
||||
|
||||
AActor* Actor = FindActorById(Track.ActorId);
|
||||
if (!Actor) continue;
|
||||
UObject* Target = nullptr;
|
||||
FProperty* Prop = nullptr;
|
||||
ResolveTarget(Actor, Track.PropertyPath, Target, Prop);
|
||||
if (!Target || !Prop) continue;
|
||||
|
||||
Prop->ImportText_InContainer(**BaselineValue, Target, Target, PPF_None);
|
||||
if (UActorComponent* AsComp = Cast<UActorComponent>(Target))
|
||||
{
|
||||
AsComp->MarkRenderStateDirty();
|
||||
}
|
||||
Actor->ForceNetUpdate();
|
||||
if (!Prop->RepNotifyFunc.IsNone())
|
||||
{
|
||||
if (UFunction* RepFunc = Target->FindFunction(Prop->RepNotifyFunc))
|
||||
{
|
||||
Target->ProcessEvent(RepFunc, nullptr);
|
||||
}
|
||||
}
|
||||
if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
|
||||
{
|
||||
IPS_Editor_EditableInterface::Execute_OnEditorPropertyChanged(Actor, Track.PropertyPath.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
// Don't clear the map — a subsequent Stop (or Restart) must still restore the same baseline.
|
||||
// SetData/Clear are the only resetters.
|
||||
}
|
||||
|
||||
void UPS_Editor_TimelineSubsystem::Restart()
|
||||
{
|
||||
// Rewind + replay from the start. Done in two steps so simulation transforms are restored
|
||||
@@ -194,6 +283,13 @@ void UPS_Editor_TimelineSubsystem::SetData(const FPS_Editor_TimelineData& NewDat
|
||||
bIsPlaying = false;
|
||||
LastAppliedValues.Empty();
|
||||
LastAppliedValues.SetNum(Data.Tracks.Num());
|
||||
|
||||
// Drop the previous scenario's baselines and capture fresh ones from the actors that
|
||||
// were just spawned by the scene loader. Their current values are by definition the
|
||||
// pre-animation state for this scenario's tracks.
|
||||
PrePlayBaseline.Reset();
|
||||
CaptureBaselinesForAllMissingTracks();
|
||||
|
||||
OnTimelineChanged.Broadcast();
|
||||
}
|
||||
|
||||
@@ -203,6 +299,7 @@ void UPS_Editor_TimelineSubsystem::Clear()
|
||||
CurrentTime = 0.f;
|
||||
bIsPlaying = false;
|
||||
LastAppliedValues.Empty();
|
||||
PrePlayBaseline.Reset();
|
||||
OnTimelineChanged.Broadcast();
|
||||
}
|
||||
|
||||
@@ -248,6 +345,10 @@ bool UPS_Editor_TimelineSubsystem::AddOrUpdateKeyAtCurrentTime(AActor* Actor, co
|
||||
NewTrack.PropertyPath = PropertyPath;
|
||||
TrackIndex = Data.Tracks.Add(NewTrack);
|
||||
LastAppliedValues.SetNum(Data.Tracks.Num());
|
||||
|
||||
// Capture the pre-animation baseline NOW (before any key is added): the current actor
|
||||
// value is the canonical "before timeline existed" state for this property.
|
||||
CaptureBaselineForTrack(TrackIndex);
|
||||
}
|
||||
FPS_Editor_TimelineTrack& Track = Data.Tracks[TrackIndex];
|
||||
|
||||
|
||||
@@ -149,6 +149,13 @@ private:
|
||||
/** Cache of last applied exported-text value per track, used to avoid re-firing OnEditorPropertyChanged every frame when the value hasn't actually changed. */
|
||||
TArray<FString> LastAppliedValues;
|
||||
|
||||
/** Runtime-only pre-animation baseline per track, keyed by (ActorId, PropertyPath) so it
|
||||
* survives track re-ordering and isn't persisted to JSON (avoids stale data in legacy
|
||||
* scenarios). Captured exactly once per track — at track creation (first keyframe) or
|
||||
* at SetData time for tracks loaded from a scenario. Stop() reads from here; SetData
|
||||
* and Clear reset it. */
|
||||
TMap<TPair<FGuid, FName>, FString> PrePlayBaseline;
|
||||
|
||||
/** Map of stable IDs for every actor that participates in the timeline / scene registry. */
|
||||
TMap<TWeakObjectPtr<AActor>, FGuid> ActorIds;
|
||||
|
||||
@@ -160,4 +167,16 @@ private:
|
||||
|
||||
/** Resolve the UObject target (actor or component) and the FProperty pointer. Nullable. */
|
||||
static void ResolveTarget(AActor* Actor, const FName& PropertyPath, UObject*& OutTarget, FProperty*& OutProperty);
|
||||
|
||||
/** Capture the current actor value as the baseline for the given track, unless already
|
||||
* captured. Called at track creation and at SetData (for tracks loaded from JSON). */
|
||||
void CaptureBaselineForTrack(int32 TrackIndex);
|
||||
|
||||
/** Walk every track and call CaptureBaselineForTrack if it doesn't already have an entry. */
|
||||
void CaptureBaselinesForAllMissingTracks();
|
||||
|
||||
/** Write baseline values back onto the actors + fire OnEditorPropertyChanged / RepNotify
|
||||
* per track. No-op for tracks without a captured baseline. Does NOT clear the baseline
|
||||
* map so subsequent Stops still work. */
|
||||
void RestoreBaseline();
|
||||
};
|
||||
|
||||
@@ -1079,74 +1079,6 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
|
||||
+ SHorizontalBox::Slot()
|
||||
.AutoWidth()
|
||||
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
|
||||
[
|
||||
SNew(SButton)
|
||||
.ButtonStyle(StyleFlatButton.Get())
|
||||
.ToolTipText(FText::FromString(TEXT("Start/stop simulation. If a timeline exists, also plays/pauses it in sync.")))
|
||||
.OnClicked_Lambda([this]() -> FReply
|
||||
{
|
||||
APS_Editor_PlayerController* EditorPC = Cast<APS_Editor_PlayerController>(GetOwningPlayer());
|
||||
if (!EditorPC) return FReply::Handled();
|
||||
|
||||
UPS_Editor_TimelineSubsystem* TS = GetTimelineSubsystemFromWidget(this);
|
||||
|
||||
// If there's a timeline with at least one track, route through the timeline
|
||||
// so simulate + animation are always in lockstep (Simulate is effectively
|
||||
// the Play/Pause button of the timeline).
|
||||
if (TS && TS->GetNumTracks() > 0)
|
||||
{
|
||||
if (TS->IsPlaying())
|
||||
{
|
||||
TS->Pause();
|
||||
}
|
||||
else
|
||||
{
|
||||
TS->Play();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No animation to sync with — just toggle simulation directly.
|
||||
if (EditorPC->IsSimulating())
|
||||
{
|
||||
EditorPC->StopSimulation();
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorPC->StartSimulation();
|
||||
}
|
||||
}
|
||||
return FReply::Handled();
|
||||
})
|
||||
[
|
||||
SAssignNew(SimulateButtonText, STextBlock)
|
||||
.Text(FText::FromString(TEXT("Simulate")))
|
||||
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 10))
|
||||
.ColorAndOpacity(FLinearColor(1.0f, 0.6f, 0.0f))
|
||||
]
|
||||
]
|
||||
+ SHorizontalBox::Slot()
|
||||
.AutoWidth()
|
||||
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
|
||||
[
|
||||
SNew(SButton)
|
||||
.ButtonStyle(StyleFlatButton.Get())
|
||||
.ToolTipText(FText::FromString(TEXT("Show/hide the timeline panel")))
|
||||
.OnClicked_Lambda([this]() -> FReply
|
||||
{
|
||||
ToggleTimelineVisible();
|
||||
return FReply::Handled();
|
||||
})
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Text(FText::FromString(TEXT("Timeline")))
|
||||
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 10))
|
||||
.ColorAndOpacity(FLinearColor(0.6f, 0.8f, 1.0f))
|
||||
]
|
||||
]
|
||||
+ SHorizontalBox::Slot()
|
||||
.AutoWidth()
|
||||
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
|
||||
[
|
||||
SNew(SButton)
|
||||
.ButtonStyle(StyleFlatButton.Get())
|
||||
@@ -1816,30 +1748,7 @@ void UPS_Editor_MainWidget::NativeTick(const FGeometry& MyGeometry, float InDelt
|
||||
}
|
||||
}
|
||||
|
||||
// Update simulate button text / color. Keep the label "Simulate" / "Stop" regardless of
|
||||
// the timeline state so it doesn't clash with the dedicated Play button in the timeline
|
||||
// panel — a second "Play" on the toolbar was confusing. The button still drives the
|
||||
// timeline under the hood (see BuildToolbar lambda).
|
||||
if (SimulateButtonText.IsValid())
|
||||
{
|
||||
if (APS_Editor_PlayerController* SimPC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
|
||||
{
|
||||
UPS_Editor_TimelineSubsystem* TS = GetTimelineSubsystemFromWidget(this);
|
||||
const bool bTimelinePlaying = TS && TS->GetNumTracks() > 0 && TS->IsPlaying();
|
||||
const bool bActive = SimPC->IsSimulating() || bTimelinePlaying;
|
||||
|
||||
if (bActive)
|
||||
{
|
||||
SimulateButtonText->SetText(FText::FromString(TEXT("Stop")));
|
||||
SimulateButtonText->SetColorAndOpacity(FLinearColor(1.0f, 0.3f, 0.2f));
|
||||
}
|
||||
else
|
||||
{
|
||||
SimulateButtonText->SetText(FText::FromString(TEXT("Simulate")));
|
||||
SimulateButtonText->SetColorAndOpacity(FLinearColor(1.0f, 0.6f, 0.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
// (Simulate toolbar button removed — Play/Pause/Restart/Stop live in the timeline panel.)
|
||||
|
||||
RefreshPropertiesFromSelection();
|
||||
RefreshOutliner();
|
||||
@@ -2400,11 +2309,26 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
|
||||
// Value widget depends on property type
|
||||
TSharedRef<SWidget> ValueWidget = SNullWidget::NullWidget;
|
||||
|
||||
// Check for custom dropdown options from the interface
|
||||
// Check for custom dropdown options from the interface. Structured variant
|
||||
// (display + value) wins; fall back to the flat-string variant if it returns empty.
|
||||
TArray<FString> CustomOptions;
|
||||
Row.CustomOptionDisplayToValue.Empty();
|
||||
if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
|
||||
{
|
||||
CustomOptions = IPS_Editor_EditableInterface::Execute_GetCustomOptionsForProperty(Actor, Row.Key);
|
||||
TArray<FPS_Editor_PropertyOption> CustomOptionsPairs =
|
||||
IPS_Editor_EditableInterface::Execute_GetCustomOptionsWithValuesForProperty(Actor, Row.Key);
|
||||
if (CustomOptionsPairs.Num() > 0)
|
||||
{
|
||||
for (const FPS_Editor_PropertyOption& Pair : CustomOptionsPairs)
|
||||
{
|
||||
CustomOptions.Add(Pair.DisplayName);
|
||||
Row.CustomOptionDisplayToValue.Add(Pair.DisplayName, Pair.Value);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CustomOptions = IPS_Editor_EditableInterface::Execute_GetCustomOptionsForProperty(Actor, Row.Key);
|
||||
}
|
||||
}
|
||||
|
||||
if (CustomOptions.Num() > 0)
|
||||
@@ -2648,17 +2572,64 @@ void UPS_Editor_MainWidget::RefreshDynamicPropertyValues()
|
||||
FString CurrentVal;
|
||||
Row.CachedProperty->ExportText_InContainer(0, CurrentVal, Target, Target, nullptr, PPF_None);
|
||||
|
||||
if (Row.EnumComboText.IsValid() && Row.EnumComboText->GetText().ToString() != CurrentVal)
|
||||
// Cache hit: the exported value hasn't changed since the last refresh, so the
|
||||
// resolved DisplayName is identical too — skip the BP call + match loop entirely.
|
||||
FString DisplayToShow;
|
||||
if (!Row.LastExportedValue.IsEmpty() && CurrentVal == Row.LastExportedValue)
|
||||
{
|
||||
DisplayToShow = Row.LastDisplayToShow;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Resolve the DisplayName to show in the combo. Priority order:
|
||||
// 1. Ask the actor directly via GetCurrentDisplayForProperty — the user knows
|
||||
// their storage format best, so this is authoritative when overridden.
|
||||
// 2. Otherwise, fall back to matching CurrentVal / normalized-path against
|
||||
// the options returned by GetCustomOptionsWithValuesForProperty.
|
||||
DisplayToShow = CurrentVal;
|
||||
if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
|
||||
{
|
||||
const FString FromActor = IPS_Editor_EditableInterface::Execute_GetCurrentDisplayForProperty(Actor, Row.Key);
|
||||
if (!FromActor.IsEmpty())
|
||||
{
|
||||
DisplayToShow = FromActor;
|
||||
}
|
||||
}
|
||||
if (DisplayToShow == CurrentVal && Row.CustomOptionDisplayToValue.Num() > 0)
|
||||
{
|
||||
// Normalize class-ref format `TypeName'/Path.X_C'` → `/Path.X_C`.
|
||||
FString NormalizedCurrent = CurrentVal;
|
||||
int32 FirstQuote = INDEX_NONE;
|
||||
int32 LastQuote = INDEX_NONE;
|
||||
if (CurrentVal.FindChar(TEXT('\''), FirstQuote) && CurrentVal.FindLastChar(TEXT('\''), LastQuote)
|
||||
&& LastQuote > FirstQuote + 1)
|
||||
{
|
||||
NormalizedCurrent = CurrentVal.Mid(FirstQuote + 1, LastQuote - FirstQuote - 1);
|
||||
}
|
||||
for (const TPair<FString, FString>& P : Row.CustomOptionDisplayToValue)
|
||||
{
|
||||
if (!P.Value.IsEmpty() && (P.Value == CurrentVal || P.Value == NormalizedCurrent))
|
||||
{
|
||||
DisplayToShow = P.Key;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
Row.LastExportedValue = CurrentVal;
|
||||
Row.LastDisplayToShow = DisplayToShow;
|
||||
}
|
||||
|
||||
if (Row.EnumComboText.IsValid() && Row.EnumComboText->GetText().ToString() != DisplayToShow)
|
||||
{
|
||||
// Find matching option
|
||||
if (Row.EnumOptions.IsValid())
|
||||
{
|
||||
for (const TSharedPtr<FString>& Opt : *Row.EnumOptions)
|
||||
{
|
||||
if (*Opt == CurrentVal)
|
||||
if (*Opt == DisplayToShow)
|
||||
{
|
||||
Row.EnumCombo->SetSelectedItem(Opt);
|
||||
Row.EnumComboText->SetText(FText::FromString(CurrentVal));
|
||||
Row.EnumComboText->SetText(FText::FromString(DisplayToShow));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -2804,8 +2775,25 @@ void UPS_Editor_MainWidget::ApplyPropertyFromUI(int32 RowIndex)
|
||||
|
||||
if (!Row.CachedEnum && Row.EnumComboText.IsValid())
|
||||
{
|
||||
// Custom options combo: use selected text directly as property value
|
||||
NewValueText = Row.EnumComboText->GetText().ToString();
|
||||
// Custom options combo. If we have a display->value map (structured variant),
|
||||
// translate the selected display name into its stored value; otherwise fall back
|
||||
// to the flat-string behavior where display and value are the same.
|
||||
const FString Display = Row.EnumComboText->GetText().ToString();
|
||||
if (Row.CustomOptionDisplayToValue.Num() > 0)
|
||||
{
|
||||
if (const FString* Mapped = Row.CustomOptionDisplayToValue.Find(Display))
|
||||
{
|
||||
NewValueText = *Mapped;
|
||||
}
|
||||
else
|
||||
{
|
||||
NewValueText = Display;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NewValueText = Display;
|
||||
}
|
||||
}
|
||||
else if (Row.CachedEnum && Row.EnumComboText.IsValid())
|
||||
{
|
||||
@@ -3491,7 +3479,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildTimelinePanel()
|
||||
const FSlateFontInfo Bold = FPS_Editor_UIStyle::BodyFontBold(S);
|
||||
|
||||
return SAssignNew(TimelinePanel, SBorder)
|
||||
.Visibility(EVisibility::Collapsed)
|
||||
.Visibility(EVisibility::Visible)
|
||||
.BorderImage(BrushGlassStrong.Get())
|
||||
.Padding(FMargin(12.0f, 8.0f))
|
||||
[
|
||||
@@ -4187,7 +4175,9 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildTopbar()
|
||||
{
|
||||
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
|
||||
{
|
||||
if (PC->IsSimulating()) PC->StopSimulation();
|
||||
// Route through RequestStopSimulation so OnEditorBeforeSimulateStop
|
||||
// fires + BT gets its grace period before AI is cut.
|
||||
if (PC->IsSimulating()) PC->RequestStopSimulation();
|
||||
else PC->StartSimulation();
|
||||
}
|
||||
return FReply::Handled();
|
||||
@@ -4228,7 +4218,9 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildTopbar()
|
||||
{
|
||||
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
|
||||
{
|
||||
if (PC->IsSimulating()) PC->StopSimulation();
|
||||
// Route through RequestStopSimulation so OnEditorBeforeSimulateStop
|
||||
// fires + BT gets its grace period before AI is cut.
|
||||
if (PC->IsSimulating()) PC->RequestStopSimulation();
|
||||
else PC->StartSimulation();
|
||||
}
|
||||
return FReply::Handled();
|
||||
@@ -4311,18 +4303,6 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildTopbar()
|
||||
FPS_Editor_UIStyle::MakeIconFollowForeground(S, EPS_Editor_Icon::Sidebar, 14.0f)
|
||||
]
|
||||
]
|
||||
// Timeline toggle
|
||||
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(2.0f, 0.0f)
|
||||
[
|
||||
SNew(SButton)
|
||||
.ButtonStyle(StyleFlatButton.Get())
|
||||
.ContentPadding(FMargin(6.0f, 3.0f))
|
||||
.ToolTipText(FText::FromString(TEXT("Toggle timeline")))
|
||||
.OnClicked_Lambda([this]() -> FReply { ToggleTimelineVisible(); return FReply::Handled(); })
|
||||
[
|
||||
FPS_Editor_UIStyle::MakeIconFollowForeground(S, EPS_Editor_Icon::PanelBottom, 14.0f)
|
||||
]
|
||||
]
|
||||
// Inspector (panel right) toggle
|
||||
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(2.0f, 0.0f)
|
||||
[
|
||||
@@ -4874,7 +4854,8 @@ void UPS_Editor_MainWidget::ExecuteCommand(const FString& CommandId)
|
||||
{
|
||||
if (PC)
|
||||
{
|
||||
if (PC->IsSimulating()) PC->StopSimulation(); else PC->StartSimulation();
|
||||
// Route through RequestStopSimulation so OnEditorBeforeSimulateStop fires + BT grace.
|
||||
if (PC->IsSimulating()) PC->RequestStopSimulation(); else PC->StartSimulation();
|
||||
}
|
||||
}
|
||||
else if (CommandId == TEXT("timeline")) { ToggleTimelineVisible(); }
|
||||
|
||||
@@ -31,6 +31,19 @@ struct FPS_Editor_PropertyRowWidgets
|
||||
TSharedPtr<STextBlock> EnumComboText;
|
||||
TSharedPtr<TArray<TSharedPtr<FString>>> EnumOptions; // Heap-allocated so OptionsSource pointer survives Row copy
|
||||
UEnum* CachedEnum = nullptr;
|
||||
|
||||
/**
|
||||
* DisplayName -> stored Value mapping for rows whose combo was populated by
|
||||
* GetCustomOptionsWithValuesForProperty. Empty when the row is a flat-string combo
|
||||
* (display == value) or a native enum combo.
|
||||
*/
|
||||
TMap<FString, FString> CustomOptionDisplayToValue;
|
||||
|
||||
/** Last exported text value applied to this row's combo; used to avoid recomputing
|
||||
* the display name (and calling GetCurrentDisplayForProperty on the actor) each
|
||||
* frame when the property hasn't actually changed. */
|
||||
FString LastExportedValue;
|
||||
FString LastDisplayToShow;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -142,9 +155,6 @@ private:
|
||||
TSharedPtr<SWidget> SplineDeletePointButton;
|
||||
TSharedPtr<SWidget> ChildEditButton;
|
||||
|
||||
// Simulate button
|
||||
TSharedPtr<STextBlock> SimulateButtonText;
|
||||
|
||||
// Timeline panel
|
||||
TSharedPtr<SWidget> TimelinePanel;
|
||||
TSharedPtr<class SSlider> TimelineSlider;
|
||||
@@ -152,7 +162,7 @@ private:
|
||||
TSharedPtr<STextBlock> TimelinePlayButtonText;
|
||||
TSharedPtr<SEditableTextBox> TimelineDurationBox;
|
||||
TSharedPtr<SVerticalBox> TimelineTracksContainer;
|
||||
bool bTimelineVisible = false;
|
||||
bool bTimelineVisible = true;
|
||||
FDelegateHandle TimelineChangedHandle;
|
||||
/** Currently selected timeline key (updated on click). -1 means no selection. */
|
||||
int32 SelectedTimelineTrackIdx = -1;
|
||||
|
||||
@@ -179,7 +179,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::RebuildWidget()
|
||||
BuildOutliner()
|
||||
]
|
||||
]
|
||||
// Timeline panel (hidden by default; toggled via toolbar button)
|
||||
// Timeline panel (always visible — toolbar toggle removed)
|
||||
+ SOverlay::Slot()
|
||||
.HAlign(HAlign_Fill)
|
||||
.VAlign(VAlign_Bottom)
|
||||
@@ -907,72 +907,6 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
|
||||
+ SHorizontalBox::Slot()
|
||||
.AutoWidth()
|
||||
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
|
||||
[
|
||||
SNew(SButton)
|
||||
.ToolTipText(FText::FromString(TEXT("Start/stop simulation. If a timeline exists, also plays/pauses it in sync.")))
|
||||
.OnClicked_Lambda([this]() -> FReply
|
||||
{
|
||||
APS_Editor_PlayerController* EditorPC = Cast<APS_Editor_PlayerController>(GetOwningPlayer());
|
||||
if (!EditorPC) return FReply::Handled();
|
||||
|
||||
UPS_Editor_TimelineSubsystem* TS = GetTimelineSubsystemFromWidget(this);
|
||||
|
||||
// If there's a timeline with at least one track, route through the timeline
|
||||
// so simulate + animation are always in lockstep (Simulate is effectively
|
||||
// the Play/Pause button of the timeline).
|
||||
if (TS && TS->GetNumTracks() > 0)
|
||||
{
|
||||
if (TS->IsPlaying())
|
||||
{
|
||||
TS->Pause();
|
||||
}
|
||||
else
|
||||
{
|
||||
TS->Play();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No animation to sync with — just toggle simulation directly.
|
||||
if (EditorPC->IsSimulating())
|
||||
{
|
||||
EditorPC->StopSimulation();
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorPC->StartSimulation();
|
||||
}
|
||||
}
|
||||
return FReply::Handled();
|
||||
})
|
||||
[
|
||||
SAssignNew(SimulateButtonText, STextBlock)
|
||||
.Text(FText::FromString(TEXT("Simulate")))
|
||||
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 10))
|
||||
.ColorAndOpacity(FLinearColor(1.0f, 0.6f, 0.0f))
|
||||
]
|
||||
]
|
||||
+ SHorizontalBox::Slot()
|
||||
.AutoWidth()
|
||||
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
|
||||
[
|
||||
SNew(SButton)
|
||||
.ToolTipText(FText::FromString(TEXT("Show/hide the timeline panel")))
|
||||
.OnClicked_Lambda([this]() -> FReply
|
||||
{
|
||||
ToggleTimelineVisible();
|
||||
return FReply::Handled();
|
||||
})
|
||||
[
|
||||
SNew(STextBlock)
|
||||
.Text(FText::FromString(TEXT("Timeline")))
|
||||
.Font(FCoreStyle::GetDefaultFontStyle("Bold", 10))
|
||||
.ColorAndOpacity(FLinearColor(0.6f, 0.8f, 1.0f))
|
||||
]
|
||||
]
|
||||
+ SHorizontalBox::Slot()
|
||||
.AutoWidth()
|
||||
.Padding(4.0f, 0.0f, 0.0f, 0.0f)
|
||||
[
|
||||
SNew(SButton)
|
||||
.OnClicked_Lambda([this]() -> FReply
|
||||
@@ -1566,30 +1500,7 @@ void UPS_Editor_MainWidget_Legacy::NativeTick(const FGeometry& MyGeometry, float
|
||||
}
|
||||
}
|
||||
|
||||
// Update simulate button text / color. Keep the label "Simulate" / "Stop" regardless of
|
||||
// the timeline state so it doesn't clash with the dedicated Play button in the timeline
|
||||
// panel — a second "Play" on the toolbar was confusing. The button still drives the
|
||||
// timeline under the hood (see BuildToolbar lambda).
|
||||
if (SimulateButtonText.IsValid())
|
||||
{
|
||||
if (APS_Editor_PlayerController* SimPC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
|
||||
{
|
||||
UPS_Editor_TimelineSubsystem* TS = GetTimelineSubsystemFromWidget(this);
|
||||
const bool bTimelinePlaying = TS && TS->GetNumTracks() > 0 && TS->IsPlaying();
|
||||
const bool bActive = SimPC->IsSimulating() || bTimelinePlaying;
|
||||
|
||||
if (bActive)
|
||||
{
|
||||
SimulateButtonText->SetText(FText::FromString(TEXT("Stop")));
|
||||
SimulateButtonText->SetColorAndOpacity(FLinearColor(1.0f, 0.3f, 0.2f));
|
||||
}
|
||||
else
|
||||
{
|
||||
SimulateButtonText->SetText(FText::FromString(TEXT("Simulate")));
|
||||
SimulateButtonText->SetColorAndOpacity(FLinearColor(1.0f, 0.6f, 0.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
// (Simulate toolbar button removed — Play/Pause/Restart/Stop live in the timeline panel.)
|
||||
|
||||
RefreshPropertiesFromSelection();
|
||||
RefreshOutliner();
|
||||
@@ -2063,11 +1974,26 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
|
||||
// Value widget depends on property type
|
||||
TSharedRef<SWidget> ValueWidget = SNullWidget::NullWidget;
|
||||
|
||||
// Check for custom dropdown options from the interface
|
||||
// Check for custom dropdown options from the interface. Structured variant
|
||||
// (display + value) wins; fall back to the flat-string variant if it returns empty.
|
||||
TArray<FString> CustomOptions;
|
||||
Row.CustomOptionDisplayToValue.Empty();
|
||||
if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
|
||||
{
|
||||
CustomOptions = IPS_Editor_EditableInterface::Execute_GetCustomOptionsForProperty(Actor, Row.Key);
|
||||
TArray<FPS_Editor_PropertyOption> CustomOptionsPairs =
|
||||
IPS_Editor_EditableInterface::Execute_GetCustomOptionsWithValuesForProperty(Actor, Row.Key);
|
||||
if (CustomOptionsPairs.Num() > 0)
|
||||
{
|
||||
for (const FPS_Editor_PropertyOption& Pair : CustomOptionsPairs)
|
||||
{
|
||||
CustomOptions.Add(Pair.DisplayName);
|
||||
Row.CustomOptionDisplayToValue.Add(Pair.DisplayName, Pair.Value);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CustomOptions = IPS_Editor_EditableInterface::Execute_GetCustomOptionsForProperty(Actor, Row.Key);
|
||||
}
|
||||
}
|
||||
|
||||
if (CustomOptions.Num() > 0)
|
||||
@@ -2307,17 +2233,67 @@ void UPS_Editor_MainWidget_Legacy::RefreshDynamicPropertyValues()
|
||||
FString CurrentVal;
|
||||
Row.CachedProperty->ExportText_InContainer(0, CurrentVal, Target, Target, nullptr, PPF_None);
|
||||
|
||||
if (Row.EnumComboText.IsValid() && Row.EnumComboText->GetText().ToString() != CurrentVal)
|
||||
// Cache hit: the exported value hasn't changed since the last refresh, so the
|
||||
// DisplayName we'd resolve is identical too. Skip the BP call + match loop
|
||||
// entirely. This is what keeps GetCurrentDisplayForProperty off the hot tick
|
||||
// path for props that don't move.
|
||||
FString DisplayToShow;
|
||||
if (!Row.LastExportedValue.IsEmpty() && CurrentVal == Row.LastExportedValue)
|
||||
{
|
||||
DisplayToShow = Row.LastDisplayToShow;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Resolve the DisplayName to show in the combo. Priority order:
|
||||
// 1. Ask the actor directly via GetCurrentDisplayForProperty — the user knows
|
||||
// their storage format best, so this is authoritative when overridden.
|
||||
// 2. Otherwise, fall back to matching CurrentVal / normalized-path against
|
||||
// the options returned by GetCustomOptionsWithValuesForProperty.
|
||||
DisplayToShow = CurrentVal;
|
||||
if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
|
||||
{
|
||||
const FString FromActor = IPS_Editor_EditableInterface::Execute_GetCurrentDisplayForProperty(Actor, Row.Key);
|
||||
if (!FromActor.IsEmpty())
|
||||
{
|
||||
DisplayToShow = FromActor;
|
||||
}
|
||||
}
|
||||
if (DisplayToShow == CurrentVal && Row.CustomOptionDisplayToValue.Num() > 0)
|
||||
{
|
||||
// Normalize class-ref format `TypeName'/Path.X_C'` → `/Path.X_C`.
|
||||
FString NormalizedCurrent = CurrentVal;
|
||||
int32 FirstQuote = INDEX_NONE;
|
||||
int32 LastQuote = INDEX_NONE;
|
||||
if (CurrentVal.FindChar(TEXT('\''), FirstQuote) && CurrentVal.FindLastChar(TEXT('\''), LastQuote)
|
||||
&& LastQuote > FirstQuote + 1)
|
||||
{
|
||||
NormalizedCurrent = CurrentVal.Mid(FirstQuote + 1, LastQuote - FirstQuote - 1);
|
||||
}
|
||||
for (const TPair<FString, FString>& P : Row.CustomOptionDisplayToValue)
|
||||
{
|
||||
if (!P.Value.IsEmpty() && (P.Value == CurrentVal || P.Value == NormalizedCurrent))
|
||||
{
|
||||
DisplayToShow = P.Key;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Remember what we resolved so the next frame can short-circuit.
|
||||
Row.LastExportedValue = CurrentVal;
|
||||
Row.LastDisplayToShow = DisplayToShow;
|
||||
}
|
||||
|
||||
if (Row.EnumComboText.IsValid() && Row.EnumComboText->GetText().ToString() != DisplayToShow)
|
||||
{
|
||||
// Find matching option
|
||||
if (Row.EnumOptions.IsValid())
|
||||
{
|
||||
for (const TSharedPtr<FString>& Opt : *Row.EnumOptions)
|
||||
{
|
||||
if (*Opt == CurrentVal)
|
||||
if (*Opt == DisplayToShow)
|
||||
{
|
||||
Row.EnumCombo->SetSelectedItem(Opt);
|
||||
Row.EnumComboText->SetText(FText::FromString(CurrentVal));
|
||||
Row.EnumComboText->SetText(FText::FromString(DisplayToShow));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -2463,8 +2439,25 @@ void UPS_Editor_MainWidget_Legacy::ApplyPropertyFromUI(int32 RowIndex)
|
||||
|
||||
if (!Row.CachedEnum && Row.EnumComboText.IsValid())
|
||||
{
|
||||
// Custom options combo: use selected text directly as property value
|
||||
NewValueText = Row.EnumComboText->GetText().ToString();
|
||||
// Custom options combo. If we have a display->value map (structured variant),
|
||||
// translate the selected display name into its stored value; otherwise fall back
|
||||
// to the flat-string behavior where display and value are the same.
|
||||
const FString Display = Row.EnumComboText->GetText().ToString();
|
||||
if (Row.CustomOptionDisplayToValue.Num() > 0)
|
||||
{
|
||||
if (const FString* Mapped = Row.CustomOptionDisplayToValue.Find(Display))
|
||||
{
|
||||
NewValueText = *Mapped;
|
||||
}
|
||||
else
|
||||
{
|
||||
NewValueText = Display;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
NewValueText = Display;
|
||||
}
|
||||
}
|
||||
else if (Row.CachedEnum && Row.EnumComboText.IsValid())
|
||||
{
|
||||
@@ -3149,7 +3142,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildTimelinePanel()
|
||||
const FSlateFontInfo Bold = FCoreStyle::GetDefaultFontStyle("Bold", 10);
|
||||
|
||||
return SAssignNew(TimelinePanel, SBorder)
|
||||
.Visibility(EVisibility::Collapsed)
|
||||
.Visibility(EVisibility::Visible)
|
||||
.BorderImage(FCoreStyle::Get().GetBrush("WhiteBrush"))
|
||||
.BorderBackgroundColor(FLinearColor(0.05f, 0.05f, 0.05f, 0.95f))
|
||||
.Padding(FMargin(12.0f, 8.0f))
|
||||
|
||||
@@ -29,6 +29,14 @@ struct FPS_Editor_PropertyRowWidgetsLegacy
|
||||
TSharedPtr<STextBlock> EnumComboText;
|
||||
TSharedPtr<TArray<TSharedPtr<FString>>> EnumOptions; // Heap-allocated so OptionsSource pointer survives Row copy
|
||||
UEnum* CachedEnum = nullptr;
|
||||
|
||||
/** DisplayName -> stored Value mapping from GetCustomOptionsWithValuesForProperty. */
|
||||
TMap<FString, FString> CustomOptionDisplayToValue;
|
||||
|
||||
/** Cache to avoid calling GetCurrentDisplayForProperty + the match loop every frame
|
||||
* when the property hasn't changed. */
|
||||
FString LastExportedValue;
|
||||
FString LastDisplayToShow;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -120,9 +128,6 @@ private:
|
||||
TSharedPtr<SWidget> SplineDeletePointButton;
|
||||
TSharedPtr<SWidget> ChildEditButton;
|
||||
|
||||
// Simulate button
|
||||
TSharedPtr<STextBlock> SimulateButtonText;
|
||||
|
||||
// Timeline panel
|
||||
TSharedPtr<SWidget> TimelinePanel;
|
||||
TSharedPtr<class SSlider> TimelineSlider;
|
||||
@@ -130,7 +135,7 @@ private:
|
||||
TSharedPtr<STextBlock> TimelinePlayButtonText;
|
||||
TSharedPtr<SEditableTextBox> TimelineDurationBox;
|
||||
TSharedPtr<SVerticalBox> TimelineTracksContainer;
|
||||
bool bTimelineVisible = false;
|
||||
bool bTimelineVisible = true;
|
||||
FDelegateHandle TimelineChangedHandle;
|
||||
/** Currently selected timeline key (updated on click). -1 means no selection. */
|
||||
int32 SelectedTimelineTrackIdx = -1;
|
||||
|
||||
@@ -99,7 +99,8 @@ void UPS_Editor_MainWidget_UMG::StopSimulation()
|
||||
{
|
||||
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
|
||||
{
|
||||
PC->StopSimulation();
|
||||
// Route through RequestStopSimulation so OnEditorBeforeSimulateStop fires + BT grace.
|
||||
PC->RequestStopSimulation();
|
||||
OnSimulateChanged.Broadcast();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user