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Author SHA1 Message Date
721c9bb5c3 Unify simulate/timeline controls + BeforeStop event + AI auto-possess safety net
- Remove the Simulate toolbar button (both Legacy + UMG widgets). Play /
  Pause / Restart / Stop now live exclusively on the Timeline panel, and
  the panel is visible by default (no more toggle button on the toolbar).
  Keeps a global Play button on the Legacy toolbar that opens the level
  outside the editor.

- Move the grace-period / deferred-stop logic out of the TimelineSubsystem
  and into APS_Editor_PlayerController::RequestStopSimulation. This lets
  the timeline Stop button AND the UMG topbar simulate buttons share the
  same event sequence: OnEditorBeforeSimulateStop fires immediately (after
  RestoreBaseline), then a 500ms BT grace period, then StopSimulation
  fires OnEditorSimulateStop and cuts AI. New event
  OnEditorBeforeSimulateStop added to the editable interface with full
  timing docs.

- Drop the early-return in TimelineSubsystem::Play when Tracks.Num()==0 —
  the timeline Play button is now the only way to start the sim, so it
  must drive StartSimulation unconditionally.

- StartSimulation now force-calls SpawnDefaultController() on any pawn
  that enters sim without a Controller but has an AIControllerClass set,
  so AutoPossessAI=Disabled or race-lost possessions don't leave the BT
  unreachable.

- Route the UMG topbar Play / Simulate buttons and the "simulate" command
  through RequestStopSimulation too, so every path emits the full event
  sequence consistently.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 18:52:48 +02:00
e999a11349 Timeline: pre-animation baseline restore on Stop + display cache
Stop now rewinds animated properties to the value they had before the
timeline first acted on them — not "first keyframe's value" as before.

- New per-track baseline stored runtime-only in a TMap keyed by
  (ActorId, PropertyPath), so it survives track reordering and isn't
  persisted to JSON (avoids stale data in legacy scenarios).
- Captured once: at track creation (first "+" on a fresh property) or
  at SetData time for tracks loaded from a scenario. Never re-captured,
  so scrub-then-Play doesn't shift the baseline to whatever the cursor
  happened to be parked on.
- Stop writes the baselines back via ImportText, fires OnEditorPropertyChanged
  + RepNotify per track, then defers the actual StopSimulation by 100ms
  so the BehaviorTree has a grace period to see the restored values via
  OnRep / OnEditorPropertyChanged and transition to a neutral state before
  AI tick is cut.
- Play cancels any in-flight deferred StopSimulation (Restart = Stop +
  Play keeps the simulation running across the handoff).
- SetData and Clear reset the baseline map so loading a new scenario
  doesn't inherit the previous one's baselines.

Also cache GetCurrentDisplayForProperty calls in RefreshDynamicPropertyValues:
the property panel was invoking the BP interface every tick per visible
combo. Now each row stores LastExportedValue + LastDisplayToShow and
short-circuits if the property's exported text is unchanged — BP only
runs on actual value transitions (seek, timeline keyframe, manual edit).
Duplicated across MainWidget and MainWidget_Legacy.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 16:13:37 +02:00
bc491b7b94 Display-vs-value custom dropdown options + UI mode parity docs
Extend the EditableInterface with two new BlueprintNativeEvents so property
combos can show human-friendly labels while storing technical values:

- GetCustomOptionsWithValuesForProperty returns TArray<FPS_Editor_PropertyOption>
  where each pair carries a DisplayName (shown in the combo) and a Value
  (written to the property via ImportText). Wins over the legacy flat-string
  variant when non-empty. Ideal for TSubclassOf / TSoftClassPtr properties
  driven by a DataTable lookup where the stored value is a class path.
- GetCurrentDisplayForProperty lets the actor authoritatively resolve the
  DisplayName from the current stored value, for cases where the automatic
  reverse lookup (normalize class path, exact-match) isn't reliable — e.g.
  several Values collapse to the same label, or the format is user-specific.

UI refresh now asks the actor first, then falls back to a normalized match
(strips the `TypeName'...'` wrapper from ExportText output so it compares
apples to apples with a plain /Game/Path.X_C string).

Same logic duplicated across both widget implementations (MainWidget and
MainWidget_Legacy) since the project can switch UI mode at runtime. The new
CLAUDE.md rule makes that requirement explicit.

Also documented in CLAUDE.md:
- Editor-vs-gameplay execution boundary: which interface methods fire where,
  including the gotcha that OnEditorPropertyChanged *does* fire in gameplay
  on the server when the timeline animates a property.
- UI modes: keep all MainWidget* implementations in lockstep to avoid the
  "I edited the file but nothing changed" class of bug.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 12:43:40 +02:00
11 changed files with 640 additions and 235 deletions

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@@ -10,6 +10,68 @@ Unreal Engine 5.5 project with runtime editor plugin (PS_Editor). The plugin ena
- **Serialization**: JSON via Json/JsonUtilities modules (FJsonObjectConverter) - **Serialization**: JSON via Json/JsonUtilities modules (FJsonObjectConverter)
- **Input**: Enhanced Input system (AZERTY: arrows + A/Q movement, E/R/T modes) - **Input**: Enhanced Input system (AZERTY: arrows + A/Q movement, E/R/T modes)
## Editor vs. Gameplay execution boundary — CRITICAL
The plugin runs in two distinct modes and it's essential never to leak editor-only code
into the gameplay runtime loaded via `UPS_Editor_SceneLoader::LoadScene` (standalone).
### Editor runtime mode
Activated when the `APS_Editor_PlayerController` + `APS_Editor_HUD` + `UPS_Editor_MainWidget*`
stack is created (typical during authoring — the user is in the runtime editor).
- `UPS_Editor_SceneLoader::bIsEditorModeActive == true`
- The HUD widget drives property editing, catalogue spawn, save/load, simulate, timeline
- Interface methods called **only** by the widget (never in gameplay):
- `GetCustomOptionsForProperty` / `GetCustomOptionsWithValuesForProperty` / `GetCurrentDisplayForProperty`
- `OnEditorModeChanged`, `OnEditorTick`
- `OnEditorNeedsReinit`, `OnEditorNeedsRespawn`
### Gameplay mode
The project (PROSERVE) loads a scenario via `UPS_Editor_SceneLoader::LoadScene` from a GameMode
BeginPlay, without ever instantiating the editor PlayerController / HUD / widget.
- `UPS_Editor_SceneLoader::bIsEditorModeActive == false`
- Actors spawn, their properties are applied from JSON, `OnPropertiesLoaded` fires once
- The timeline subsystem auto-plays if the scenario has tracks, driven **server-side only**
### Interface methods that fire in BOTH modes
- `OnPropertiesLoaded` — after every scene load, editor or gameplay (applied once post-spawn)
- `OnEditorPropertyChanged` — fires both in editor (on UI edit via `ApplyPropertyFromUI`) AND
in gameplay (on server when the timeline applies a new keyframe value via
`TimelineSubsystem::ApplyTrackAtTime`). Despite the name, the "Editor" refers to the
PS_Editor plugin — the event is the canonical hook for "a property changed at runtime".
In gameplay only the **server** invokes it; client-side reaction must go through
`ReplicatedUsing=OnRep_X` RepNotify on the replicated property.
### Rule when adding new features
- Anything tied to property panel UI (new interface method, new widget logic, dropdown
helpers, etc.) lives in the widget only — no extra work to scope it out of gameplay
- Anything added to the `SceneLoader::LoadScene` path runs in gameplay and must handle
`NM_Client`, replication, and server-authority correctly (the timeline subsystem is the
reference pattern)
- Expensive BP implementations of editor-UI interface methods (DataTable lookups, class
resolution, etc.) can stay expensive — they never run outside the authoring session
### How to guard code that could run in either mode
```cpp
if (UPS_Editor_SceneLoader::IsInEditorMode())
{
// editor-only behaviour
}
```
or gate on `bIsCurrentlyLoading` to skip BP init during JSON restore.
## UI Modes — IMPORTANT for widget changes
The runtime editor ships with **multiple widget implementations** that must all stay in sync:
- `PS_Editor_MainWidget.cpp/.h` — modern UMG-based widget (primary target long-term)
- `PS_Editor_MainWidget_Legacy.cpp/.h` — Slate-only legacy widget (**currently active** as of April 2026)
- `PS_Editor_MainWidget_UMG.cpp/.h` — UMG variant
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.
**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.
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.
## Naming Conventions ## Naming Conventions
- All plugin files and classes use the `PS_Editor_` prefix (e.g., `PS_Editor_GameMode`, `PS_Editor_Pawn`) - All plugin files and classes use the `PS_Editor_` prefix (e.g., `PS_Editor_GameMode`, `PS_Editor_Pawn`)
- Code and comments in English - Code and comments in English

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@@ -9,6 +9,7 @@
#include "PS_Editor_SplineActor.h" #include "PS_Editor_SplineActor.h"
#include "PS_Editor_SplineEditable.h" #include "PS_Editor_SplineEditable.h"
#include "PS_Editor_PointPlaceable.h" #include "PS_Editor_PointPlaceable.h"
#include "PS_Editor_EditableInterface.h"
#include "Engine/LevelStreamingDynamic.h" #include "Engine/LevelStreamingDynamic.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/CharacterMovementComponent.h"
@@ -237,6 +238,16 @@ void APS_Editor_PlayerController::CloseEditor()
void APS_Editor_PlayerController::StartSimulation() void APS_Editor_PlayerController::StartSimulation()
{ {
// If a RequestStopSimulation is in flight, cancel it — user wants to resume.
if (UWorld* World = GetWorld())
{
if (PendingStopSimulationHandle.IsValid())
{
World->GetTimerManager().ClearTimer(PendingStopSimulationHandle);
PendingStopSimulationHandle.Invalidate();
}
}
if (bSimulating) return; if (bSimulating) return;
bSimulating = true; bSimulating = true;
@@ -286,7 +297,18 @@ void APS_Editor_PlayerController::StartSimulation()
} }
} }
if (AAIController* AIC = Cast<AAIController>(P->GetController())) AController* RawCtrl = P->GetController();
// Safety net: if auto-possession never fired (e.g. AutoPossessAI=Disabled, or
// pawn got its tick frozen before possession completed), spawn the default
// AIController now so the BT can run during simulation.
if (!RawCtrl && P->AIControllerClass)
{
P->SpawnDefaultController();
RawCtrl = P->GetController();
}
if (AAIController* AIC = Cast<AAIController>(RawCtrl))
{ {
AIC->SetActorTickEnabled(true); AIC->SetActorTickEnabled(true);
if (UBrainComponent* Brain = AIC->GetBrainComponent()) if (UBrainComponent* Brain = AIC->GetBrainComponent())
@@ -298,11 +320,35 @@ void APS_Editor_PlayerController::StartSimulation()
} }
} }
// Broadcast OnEditorSimulateStart to every spawned actor that implements the editable
// interface — fired AFTER AI has been enabled so BP handlers can query the AI state.
if (SpawnManager)
{
for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
{
AActor* Actor = Weak.Get();
if (Actor && Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
{
IPS_Editor_EditableInterface::Execute_OnEditorSimulateStart(Actor);
}
}
}
UE_LOG(LogTemp, Log, TEXT("PS_Editor: Simulation started (%d actors saved)"), SimulationSavedTransforms.Num()); UE_LOG(LogTemp, Log, TEXT("PS_Editor: Simulation started (%d actors saved)"), SimulationSavedTransforms.Num());
} }
void APS_Editor_PlayerController::SetSimulationPaused(bool bPaused) void APS_Editor_PlayerController::SetSimulationPaused(bool bPaused)
{ {
// Resuming? Cancel any in-flight deferred stop (user chose to keep going).
if (!bPaused && PendingStopSimulationHandle.IsValid())
{
if (UWorld* World = GetWorld())
{
World->GetTimerManager().ClearTimer(PendingStopSimulationHandle);
PendingStopSimulationHandle.Invalidate();
}
}
// Toggle AI tick + BT on every spawned pawn without touching bSimulating or the saved // Toggle AI tick + BT on every spawned pawn without touching bSimulating or the saved
// transforms — the timeline's Pause uses this so characters freeze instead of snapping // transforms — the timeline's Pause uses this so characters freeze instead of snapping
// back to their pre-play positions. // back to their pre-play positions.
@@ -332,9 +378,73 @@ void APS_Editor_PlayerController::SetSimulationPaused(bool bPaused)
} }
} }
void APS_Editor_PlayerController::RequestStopSimulation()
{
if (!bSimulating) return;
// If a request is already scheduled, do nothing (debounce double-clicks on Stop).
if (UWorld* World = GetWorld())
{
if (PendingStopSimulationHandle.IsValid()) return;
}
// Fire OnEditorBeforeSimulateStop immediately on every actor so BP handlers can react
// while the BT is still live. Then schedule the real cut for ~500ms later.
if (SpawnManager)
{
for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
{
AActor* Actor = Weak.Get();
if (Actor && Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
{
IPS_Editor_EditableInterface::Execute_OnEditorBeforeSimulateStop(Actor);
}
}
}
if (UWorld* World = GetWorld())
{
TWeakObjectPtr<APS_Editor_PlayerController> WeakThis(this);
World->GetTimerManager().SetTimer(PendingStopSimulationHandle,
[WeakThis]()
{
if (APS_Editor_PlayerController* Self = WeakThis.Get())
{
if (Self->IsSimulating())
{
Self->StopSimulation();
}
Self->PendingStopSimulationHandle.Invalidate();
}
},
0.5f, false);
}
else
{
// No world timer available (shouldn't happen in practice) — fall back to sync stop.
StopSimulation();
}
}
void APS_Editor_PlayerController::StopSimulation() void APS_Editor_PlayerController::StopSimulation()
{ {
if (!bSimulating) return; if (!bSimulating) return;
// Broadcast OnEditorSimulateStop to every spawned actor BEFORE we actually cut AI or
// restore transforms. At this point bSimulating is still true and the BT is still
// live — BP handlers can read world state, stop audio, log telemetry, etc.
if (SpawnManager)
{
for (const TWeakObjectPtr<AActor>& Weak : SpawnManager->GetSpawnedActors())
{
AActor* Actor = Weak.Get();
if (Actor && Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
{
IPS_Editor_EditableInterface::Execute_OnEditorSimulateStop(Actor);
}
}
}
bSimulating = false; bSimulating = false;
// Disable AI logic and re-apply rotation/movement overrides on all spawned pawns // Disable AI logic and re-apply rotation/movement overrides on all spawned pawns

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@@ -62,14 +62,24 @@ public:
// ---- Simulate Mode ---- // ---- Simulate Mode ----
/** Start simulation: enable AI, store actor positions, disable saving. */ /** Start simulation: enable AI, store actor positions, disable saving.
* Cancels any in-flight deferred RequestStopSimulation. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void StartSimulation(); void StartSimulation();
/** Stop simulation: disable AI, restore actor positions, re-enable saving. */ /** Stop simulation: disable AI, restore actor positions, re-enable saving.
* Synchronous — fires OnEditorSimulateStop and cuts AI immediately. Callers that want
* a BT grace period (with OnEditorBeforeSimulateStop) should use RequestStopSimulation. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void StopSimulation(); void StopSimulation();
/** Request a deferred stop: fires OnEditorBeforeSimulateStop immediately, then schedules
* the real StopSimulation after a grace period (500ms by default) so BT has time to
* react to whatever the BP handler does in OnEditorBeforeSimulateStop.
* Timeline Stop and the Simulate toolbar button both go through this. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
void RequestStopSimulation();
/** True while simulation is running. */ /** True while simulation is running. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_Editor")
bool IsSimulating() const { return bSimulating; } bool IsSimulating() const { return bSimulating; }
@@ -165,6 +175,9 @@ private:
/** Saved transforms for all spawned actors before simulation, to restore on stop. */ /** Saved transforms for all spawned actors before simulation, to restore on stop. */
TMap<TWeakObjectPtr<AActor>, FTransform> SimulationSavedTransforms; TMap<TWeakObjectPtr<AActor>, FTransform> SimulationSavedTransforms;
/** Timer handle for the deferred StopSimulation used by RequestStopSimulation. */
FTimerHandle PendingStopSimulationHandle;
/** Currently loaded sublevel instance. */ /** Currently loaded sublevel instance. */
UPROPERTY() UPROPERTY()
TObjectPtr<ULevelStreamingDynamic> CurrentSublevel; TObjectPtr<ULevelStreamingDynamic> CurrentSublevel;

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@@ -4,6 +4,30 @@
#include "UObject/Interface.h" #include "UObject/Interface.h"
#include "PS_Editor_EditableInterface.generated.h" #include "PS_Editor_EditableInterface.generated.h"
/**
* A single entry in a property's custom dropdown: what the user sees vs. what gets
* written into the property. Useful when the stored value is a class path, a tag,
* or any technical identifier and you want a human-friendly label in the combo.
*/
USTRUCT(BlueprintType)
struct FPS_Editor_PropertyOption
{
GENERATED_BODY()
/** Label shown in the runtime editor combo box. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
FString DisplayName;
/**
* Value written into the property when this option is selected (passed through
* FProperty::ImportText_InContainer). For a class-name FString, this would be
* the full class path; for an enum you'd use the NameString; for a free FString,
* any value you want stored.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ASTERION|PS_Editor")
FString Value;
};
UINTERFACE(BlueprintType, meta = (DisplayName = "PS Editor Editable")) UINTERFACE(BlueprintType, meta = (DisplayName = "PS Editor Editable"))
class PS_EDITOR_API UPS_Editor_EditableInterface : public UInterface class PS_EDITOR_API UPS_Editor_EditableInterface : public UInterface
{ {
@@ -60,6 +84,55 @@ public:
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorModeChanged(bool bIsEditing); void OnEditorModeChanged(bool bIsEditing);
/**
* Fired on every spawned actor once when the simulation starts — either via the
* Simulate button or the timeline Play button (which calls StartSimulation under
* the hood). Use this to kick off behaviour that should only happen while AI is live
* (spawn FX, reset state counters, unlock input, etc.).
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorSimulateStart();
/**
* Fired on every spawned actor once when the simulation is about to stop — either via
* the Simulate button, the Stop button, or after a natural end. Called BEFORE AI tick
* is actually cut and BEFORE transforms are restored, so the BT is still live and you
* can still read / write state. Use this for cleanup (stop audio, save telemetry, etc.).
*
* Timing: fires at the "AI cut" moment, AFTER any grace period the timeline applied
* (typically 500ms after Stop was clicked). BT is still live but about to be disabled.
*/
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
void OnEditorSimulateStop();
/**
* Fired synchronously on the Stop sequence, AFTER the timeline has restored the
* pre-animation baseline onto every track (so properties are back to their initial
* values and OnEditorPropertyChanged has already fired for each of them) but BEFORE
* the grace period that leads up to the actual AI cut.
*
* Use this hook to trigger transition animations, resume BT branches, stop in-flight
* 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
* has time to play out on-screen.
*
* Timing sequence:
* 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. * Called every frame while in editor mode.
* Use this to update visuals dynamically based on property changes, animate helpers, etc. * Use this to update visuals dynamically based on property changes, animate helpers, etc.
@@ -69,12 +142,49 @@ public:
void OnEditorTick(float DeltaTime); void OnEditorTick(float DeltaTime);
/** /**
* Return custom dropdown options for a given property. * Return custom dropdown options for a given property (display == stored value).
* If the returned array is non-empty, the editor shows a combo box with these options * Simple form: the string shown in the combo is also the value written to the property.
* instead of the default widget for that property type. * Use GetCustomOptionsWithValuesForProperty when display and storage need to differ.
*
* @param PropertyPath The property path (e.g. "WeaponName" or "MyComponent.WeaponType"). * @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") UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ASTERION|PS_Editor")
TArray<FString> GetCustomOptionsForProperty(const FString& PropertyPath) const; 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;
}; };

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@@ -3,6 +3,7 @@
#include "PS_Editor_EditableComponent.h" #include "PS_Editor_EditableComponent.h"
#include "PS_Editor_EditableInterface.h" #include "PS_Editor_EditableInterface.h"
#include "PS_Editor_PlayerController.h" #include "PS_Editor_PlayerController.h"
#include "PS_Editor_SpawnManager.h"
#include "Engine/World.h" #include "Engine/World.h"
#include "Components/ActorComponent.h" #include "Components/ActorComponent.h"
#include "GameFramework/Actor.h" #include "GameFramework/Actor.h"
@@ -87,11 +88,21 @@ bool UPS_Editor_TimelineSubsystem::IsTickable() const
void UPS_Editor_TimelineSubsystem::Play() 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) if (CurrentTime >= Data.Duration)
{ {
CurrentTime = 0.f; 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; bIsPlaying = true;
// Timeline and simulation are inherently linked: start simulation if it isn't running, // 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.Empty();
LastAppliedValues.SetNum(Data.Tracks.Num()); LastAppliedValues.SetNum(Data.Tracks.Num());
// Full reset: stop simulation (restores pre-play transforms) and apply t=0 values so // Restore pre-play baseline values onto the actors BEFORE asking the PC to stop sim.
// the scene visually matches the timeline start. // 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 (APS_Editor_PlayerController* EditorPC = FindEditorPC(GetWorld()))
{ {
if (EditorPC->IsSimulating()) if (EditorPC->IsSimulating())
{ {
EditorPC->StopSimulation(); EditorPC->RequestStopSimulation();
} }
} }
ApplyValuesAtTime(CurrentTime);
OnTimelineChanged.Broadcast(); 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() void UPS_Editor_TimelineSubsystem::Restart()
{ {
// Rewind + replay from the start. Done in two steps so simulation transforms are restored // 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; bIsPlaying = false;
LastAppliedValues.Empty(); LastAppliedValues.Empty();
LastAppliedValues.SetNum(Data.Tracks.Num()); 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(); OnTimelineChanged.Broadcast();
} }
@@ -203,6 +299,7 @@ void UPS_Editor_TimelineSubsystem::Clear()
CurrentTime = 0.f; CurrentTime = 0.f;
bIsPlaying = false; bIsPlaying = false;
LastAppliedValues.Empty(); LastAppliedValues.Empty();
PrePlayBaseline.Reset();
OnTimelineChanged.Broadcast(); OnTimelineChanged.Broadcast();
} }
@@ -248,6 +345,10 @@ bool UPS_Editor_TimelineSubsystem::AddOrUpdateKeyAtCurrentTime(AActor* Actor, co
NewTrack.PropertyPath = PropertyPath; NewTrack.PropertyPath = PropertyPath;
TrackIndex = Data.Tracks.Add(NewTrack); TrackIndex = Data.Tracks.Add(NewTrack);
LastAppliedValues.SetNum(Data.Tracks.Num()); 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]; FPS_Editor_TimelineTrack& Track = Data.Tracks[TrackIndex];

View File

@@ -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. */ /** 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; 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. */ /** Map of stable IDs for every actor that participates in the timeline / scene registry. */
TMap<TWeakObjectPtr<AActor>, FGuid> ActorIds; TMap<TWeakObjectPtr<AActor>, FGuid> ActorIds;
@@ -160,4 +167,16 @@ private:
/** Resolve the UObject target (actor or component) and the FProperty pointer. Nullable. */ /** Resolve the UObject target (actor or component) and the FProperty pointer. Nullable. */
static void ResolveTarget(AActor* Actor, const FName& PropertyPath, UObject*& OutTarget, FProperty*& OutProperty); 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();
}; };

View File

@@ -1079,74 +1079,6 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildSceneButtons()
+ SHorizontalBox::Slot() + SHorizontalBox::Slot()
.AutoWidth() .AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f) .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) SNew(SButton)
.ButtonStyle(StyleFlatButton.Get()) .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 // (Simulate toolbar button removed — Play/Pause/Restart/Stop live in the timeline panel.)
// 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));
}
}
}
RefreshPropertiesFromSelection(); RefreshPropertiesFromSelection();
RefreshOutliner(); RefreshOutliner();
@@ -2400,12 +2309,27 @@ void UPS_Editor_MainWidget::RebuildDynamicProperties()
// Value widget depends on property type // Value widget depends on property type
TSharedRef<SWidget> ValueWidget = SNullWidget::NullWidget; 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; TArray<FString> CustomOptions;
Row.CustomOptionDisplayToValue.Empty();
if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass())) if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
{
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); CustomOptions = IPS_Editor_EditableInterface::Execute_GetCustomOptionsForProperty(Actor, Row.Key);
} }
}
if (CustomOptions.Num() > 0) if (CustomOptions.Num() > 0)
{ {
@@ -2648,17 +2572,64 @@ void UPS_Editor_MainWidget::RefreshDynamicPropertyValues()
FString CurrentVal; FString CurrentVal;
Row.CachedProperty->ExportText_InContainer(0, CurrentVal, Target, Target, nullptr, PPF_None); 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 // Find matching option
if (Row.EnumOptions.IsValid()) if (Row.EnumOptions.IsValid())
{ {
for (const TSharedPtr<FString>& Opt : *Row.EnumOptions) for (const TSharedPtr<FString>& Opt : *Row.EnumOptions)
{ {
if (*Opt == CurrentVal) if (*Opt == DisplayToShow)
{ {
Row.EnumCombo->SetSelectedItem(Opt); Row.EnumCombo->SetSelectedItem(Opt);
Row.EnumComboText->SetText(FText::FromString(CurrentVal)); Row.EnumComboText->SetText(FText::FromString(DisplayToShow));
break; break;
} }
} }
@@ -2804,8 +2775,25 @@ void UPS_Editor_MainWidget::ApplyPropertyFromUI(int32 RowIndex)
if (!Row.CachedEnum && Row.EnumComboText.IsValid()) if (!Row.CachedEnum && Row.EnumComboText.IsValid())
{ {
// Custom options combo: use selected text directly as property value // Custom options combo. If we have a display->value map (structured variant),
NewValueText = Row.EnumComboText->GetText().ToString(); // 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()) 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); const FSlateFontInfo Bold = FPS_Editor_UIStyle::BodyFontBold(S);
return SAssignNew(TimelinePanel, SBorder) return SAssignNew(TimelinePanel, SBorder)
.Visibility(EVisibility::Collapsed) .Visibility(EVisibility::Visible)
.BorderImage(BrushGlassStrong.Get()) .BorderImage(BrushGlassStrong.Get())
.Padding(FMargin(12.0f, 8.0f)) .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 (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(); else PC->StartSimulation();
} }
return FReply::Handled(); return FReply::Handled();
@@ -4228,7 +4218,9 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildTopbar()
{ {
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer())) 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(); else PC->StartSimulation();
} }
return FReply::Handled(); return FReply::Handled();
@@ -4311,18 +4303,6 @@ TSharedRef<SWidget> UPS_Editor_MainWidget::BuildTopbar()
FPS_Editor_UIStyle::MakeIconFollowForeground(S, EPS_Editor_Icon::Sidebar, 14.0f) 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 // Inspector (panel right) toggle
+ SHorizontalBox::Slot().AutoWidth().VAlign(VAlign_Center).Padding(2.0f, 0.0f) + 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)
{ {
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(); } else if (CommandId == TEXT("timeline")) { ToggleTimelineVisible(); }

View File

@@ -31,6 +31,19 @@ struct FPS_Editor_PropertyRowWidgets
TSharedPtr<STextBlock> EnumComboText; TSharedPtr<STextBlock> EnumComboText;
TSharedPtr<TArray<TSharedPtr<FString>>> EnumOptions; // Heap-allocated so OptionsSource pointer survives Row copy TSharedPtr<TArray<TSharedPtr<FString>>> EnumOptions; // Heap-allocated so OptionsSource pointer survives Row copy
UEnum* CachedEnum = nullptr; 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> SplineDeletePointButton;
TSharedPtr<SWidget> ChildEditButton; TSharedPtr<SWidget> ChildEditButton;
// Simulate button
TSharedPtr<STextBlock> SimulateButtonText;
// Timeline panel // Timeline panel
TSharedPtr<SWidget> TimelinePanel; TSharedPtr<SWidget> TimelinePanel;
TSharedPtr<class SSlider> TimelineSlider; TSharedPtr<class SSlider> TimelineSlider;
@@ -152,7 +162,7 @@ private:
TSharedPtr<STextBlock> TimelinePlayButtonText; TSharedPtr<STextBlock> TimelinePlayButtonText;
TSharedPtr<SEditableTextBox> TimelineDurationBox; TSharedPtr<SEditableTextBox> TimelineDurationBox;
TSharedPtr<SVerticalBox> TimelineTracksContainer; TSharedPtr<SVerticalBox> TimelineTracksContainer;
bool bTimelineVisible = false; bool bTimelineVisible = true;
FDelegateHandle TimelineChangedHandle; FDelegateHandle TimelineChangedHandle;
/** Currently selected timeline key (updated on click). -1 means no selection. */ /** Currently selected timeline key (updated on click). -1 means no selection. */
int32 SelectedTimelineTrackIdx = -1; int32 SelectedTimelineTrackIdx = -1;

View File

@@ -179,7 +179,7 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::RebuildWidget()
BuildOutliner() BuildOutliner()
] ]
] ]
// Timeline panel (hidden by default; toggled via toolbar button) // Timeline panel (always visible — toolbar toggle removed)
+ SOverlay::Slot() + SOverlay::Slot()
.HAlign(HAlign_Fill) .HAlign(HAlign_Fill)
.VAlign(VAlign_Bottom) .VAlign(VAlign_Bottom)
@@ -907,72 +907,6 @@ TSharedRef<SWidget> UPS_Editor_MainWidget_Legacy::BuildSceneButtons()
+ SHorizontalBox::Slot() + SHorizontalBox::Slot()
.AutoWidth() .AutoWidth()
.Padding(4.0f, 0.0f, 0.0f, 0.0f) .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) SNew(SButton)
.OnClicked_Lambda([this]() -> FReply .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 // (Simulate toolbar button removed — Play/Pause/Restart/Stop live in the timeline panel.)
// 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));
}
}
}
RefreshPropertiesFromSelection(); RefreshPropertiesFromSelection();
RefreshOutliner(); RefreshOutliner();
@@ -2063,12 +1974,27 @@ void UPS_Editor_MainWidget_Legacy::RebuildDynamicProperties()
// Value widget depends on property type // Value widget depends on property type
TSharedRef<SWidget> ValueWidget = SNullWidget::NullWidget; 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; TArray<FString> CustomOptions;
Row.CustomOptionDisplayToValue.Empty();
if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass())) if (Actor->GetClass()->ImplementsInterface(UPS_Editor_EditableInterface::StaticClass()))
{
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); CustomOptions = IPS_Editor_EditableInterface::Execute_GetCustomOptionsForProperty(Actor, Row.Key);
} }
}
if (CustomOptions.Num() > 0) if (CustomOptions.Num() > 0)
{ {
@@ -2307,17 +2233,67 @@ void UPS_Editor_MainWidget_Legacy::RefreshDynamicPropertyValues()
FString CurrentVal; FString CurrentVal;
Row.CachedProperty->ExportText_InContainer(0, CurrentVal, Target, Target, nullptr, PPF_None); 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 // Find matching option
if (Row.EnumOptions.IsValid()) if (Row.EnumOptions.IsValid())
{ {
for (const TSharedPtr<FString>& Opt : *Row.EnumOptions) for (const TSharedPtr<FString>& Opt : *Row.EnumOptions)
{ {
if (*Opt == CurrentVal) if (*Opt == DisplayToShow)
{ {
Row.EnumCombo->SetSelectedItem(Opt); Row.EnumCombo->SetSelectedItem(Opt);
Row.EnumComboText->SetText(FText::FromString(CurrentVal)); Row.EnumComboText->SetText(FText::FromString(DisplayToShow));
break; break;
} }
} }
@@ -2463,8 +2439,25 @@ void UPS_Editor_MainWidget_Legacy::ApplyPropertyFromUI(int32 RowIndex)
if (!Row.CachedEnum && Row.EnumComboText.IsValid()) if (!Row.CachedEnum && Row.EnumComboText.IsValid())
{ {
// Custom options combo: use selected text directly as property value // Custom options combo. If we have a display->value map (structured variant),
NewValueText = Row.EnumComboText->GetText().ToString(); // 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()) 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); const FSlateFontInfo Bold = FCoreStyle::GetDefaultFontStyle("Bold", 10);
return SAssignNew(TimelinePanel, SBorder) return SAssignNew(TimelinePanel, SBorder)
.Visibility(EVisibility::Collapsed) .Visibility(EVisibility::Visible)
.BorderImage(FCoreStyle::Get().GetBrush("WhiteBrush")) .BorderImage(FCoreStyle::Get().GetBrush("WhiteBrush"))
.BorderBackgroundColor(FLinearColor(0.05f, 0.05f, 0.05f, 0.95f)) .BorderBackgroundColor(FLinearColor(0.05f, 0.05f, 0.05f, 0.95f))
.Padding(FMargin(12.0f, 8.0f)) .Padding(FMargin(12.0f, 8.0f))

View File

@@ -29,6 +29,14 @@ struct FPS_Editor_PropertyRowWidgetsLegacy
TSharedPtr<STextBlock> EnumComboText; TSharedPtr<STextBlock> EnumComboText;
TSharedPtr<TArray<TSharedPtr<FString>>> EnumOptions; // Heap-allocated so OptionsSource pointer survives Row copy TSharedPtr<TArray<TSharedPtr<FString>>> EnumOptions; // Heap-allocated so OptionsSource pointer survives Row copy
UEnum* CachedEnum = nullptr; 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> SplineDeletePointButton;
TSharedPtr<SWidget> ChildEditButton; TSharedPtr<SWidget> ChildEditButton;
// Simulate button
TSharedPtr<STextBlock> SimulateButtonText;
// Timeline panel // Timeline panel
TSharedPtr<SWidget> TimelinePanel; TSharedPtr<SWidget> TimelinePanel;
TSharedPtr<class SSlider> TimelineSlider; TSharedPtr<class SSlider> TimelineSlider;
@@ -130,7 +135,7 @@ private:
TSharedPtr<STextBlock> TimelinePlayButtonText; TSharedPtr<STextBlock> TimelinePlayButtonText;
TSharedPtr<SEditableTextBox> TimelineDurationBox; TSharedPtr<SEditableTextBox> TimelineDurationBox;
TSharedPtr<SVerticalBox> TimelineTracksContainer; TSharedPtr<SVerticalBox> TimelineTracksContainer;
bool bTimelineVisible = false; bool bTimelineVisible = true;
FDelegateHandle TimelineChangedHandle; FDelegateHandle TimelineChangedHandle;
/** Currently selected timeline key (updated on click). -1 means no selection. */ /** Currently selected timeline key (updated on click). -1 means no selection. */
int32 SelectedTimelineTrackIdx = -1; int32 SelectedTimelineTrackIdx = -1;

View File

@@ -99,7 +99,8 @@ void UPS_Editor_MainWidget_UMG::StopSimulation()
{ {
if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer())) if (APS_Editor_PlayerController* PC = Cast<APS_Editor_PlayerController>(GetOwningPlayer()))
{ {
PC->StopSimulation(); // Route through RequestStopSimulation so OnEditorBeforeSimulateStop fires + BT grace.
PC->RequestStopSimulation();
OnSimulateChanged.Broadcast(); OnSimulateChanged.Broadcast();
} }
} }