24e50ab9190bba5c87efec6b30d16885bbe896dd
Refactor spline system to use IPS_Editor_SplineEditable interface: - New interface in Spline/PS_Editor_SplineEditable.h with all editing methods - APS_Editor_SplineActor and APS_BehaviorEditor_AISpline both implement it - All ~40 Cast<APS_Editor_SplineActor> replaced with Cast<IPS_Editor_SplineEditable> - UndoManager SplinePointAction uses TWeakObjectPtr<AActor> + interface cast - Any actor implementing the interface works with full editor spline editing Spline visibility: - SetVisualizationVisible() hides tube/handles/cube in gameplay (data stays for AI) - SceneLoader calls it when stripping editor components - SplineMatOccluded material added (unused for now, PP occlusion planned) Other improvements: - Snap spline CP to ground on placement (downward raytrace) - Play button works without BaseLevel (uses current editor map) - AISpline triggers SplineNetwork::RebuildNetwork on BeginPlay (next tick) - PS_BehaviorEditor marked EnabledByDefault: false (only active in PROSERVE) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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