--- name: PS_Editor plugin project description: Runtime editor plugin for UE 5.5 - object placement, scene editing, JSON save/load in packaged builds type: project --- PS_Editor is a runtime editor plugin for Unreal Engine 5.5 that will be integrated into the PROSERVE project. **Why:** Enable runtime scene editing in packaged builds - place objects, configure properties, define scenarios, manipulate splines, modify lighting, and save/load scenes as JSON. Key decisions: - UI: UMG driven by C++ (Slate) - Gizmos: Custom actor with BasicShapes + unlit material (InteractiveToolsFramework is editor-only) - Serialization: JSON via Json/JsonUtilities modules (future) - Naming: PS_Editor_ prefix on all files/classes - Plugin path: Unreal/Plugins/PS_Editor/ - AZERTY keyboard layout: arrows + A/Q for movement, E/R/T for modes ## Completed Phases ### Phase 1 - GameMode + Camera - PS_Editor_GameMode, PS_Editor_Pawn, PS_Editor_PlayerController, PS_Editor_HUD - Camera: Fly (RMB), Pan (LMB drag), Orbit (Alt+LMB / MMB) - Movement: arrows + A (up) / Q (down) ### Phase 2 - Selection + Transform + Undo - SelectionManager: raycast click-to-select, Ctrl+click multi-select, Movable actors only - Gizmo: custom actor with colored arrows (R/G/B), cones, SDPG_Foreground, constant screen size - Translate/Rotate/Scale via gizmo drag, hotkeys E/R/T - Snap to ground (End key), soft-delete (Delete key) - Undo/Redo system: custom UndoManager, Ctrl+Z / Ctrl+Y, 50 action stack - Properties panel: editable Location/Rotation/Scale fields - Toolbar: mode buttons + snap ground - Material: M_PS_Editor_Gizmo (Unlit, Vector Parameter "Color" → Emissive, Translucent, Disable Depth Test) ## Next: Phase 3 - Object Spawning - Catalog/list of objects to place - Drag & drop or click to spawn - Duplication of existing objects ## Next: Phase 4 - JSON Serialization - Save/load scenes as JSON