Files
PS_ProserveEditor/Unreal/Plugins/PS_Editor/Source
j.foucher 050ea4eb2f Gizmo follow, cooker-friendly assets, and proper ground snapping
Gizmo usability:
- Refresh the gizmo every tick while simulation is running so it glues to
  animated / AI-driven / timeline-driven actors instead of freezing at the
  pose they had when selected
- Clear the pawn's active sub-element drag state on FinishPointPlacement /
  CancelPointPlacement — previously, after clicking Done on a spline, the
  gizmo jumped to the center cube but the internal ActiveSplinePointIndex
  stayed on the last clicked CP, so dragging the gizmo moved that CP
  instead of the whole actor
- Expose UpdateGizmo() publicly on the SelectionManager so the
  PlayerController Tick can drive it

Package cooking (fix gray gizmos / missing outline in packaged builds):
- Convert every runtime LoadObject<> soft-string path into a UPROPERTY
  TObjectPtr<> filled via ConstructorHelpers::FObjectFinder at CDO
  construction time. Hard refs are picked up by the cooker so plugin
  Content assets (M_PS_Editor_Gizmo, M_PS_Editor_SelectionOutline,
  M_PS_Editor_SplineLine, and the engine basic shapes the spline actor
  uses) are reliably staged
- Touches APS_Editor_Gizmo, APS_Editor_Pawn (outline post-process
  material), APS_Editor_SplineActor (gizmo material, spline line
  material, center cube mesh, handle sphere mesh)

Ground placement (PS_Editor_GroundSnap):
- New PS_Editor_GroundSnap utility centralising placement logic for
  catalogue spawns, End-key snap-to-ground, and spline CP placement
- ProjectCameraRayToGround: aim down from a point in front of the camera
  when the camera ray misses (no more "looking at sky spawns object in
  mid-air"); classify the primary hit by normal to re-cast from below a
  ceiling / step back from a wall so the object lands on the floor
  underneath / at the foot of the surface rather than embedded in it
- SnapActorToGround: start the downward ray from INSIDE the actor's
  volume (pivot + small buffer), ignoring the actor itself — avoids the
  "raised a bit high, pressed End, teleports to upper story" bug where
  starting above the actor's bbox could cross the current room's ceiling
  and find the upper floor as the first floor-like surface
- Uses GetActorBounds(bOnlyCollidingComponents=true) with a fallback so
  characters snap from their capsule bounds rather than bbox including
  non-colliding meshes / attached weapons / child actors that used to
  lift pawns into the air
- Multi-hit trace + normal.Z >= 0.3 filter skips walls, ceilings, and
  backfaces when finding the first true floor below

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 10:43:45 +02:00
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