Files
PS_ProserveEditor/.claude/memory/project_ps_editor.md
j.foucher 9f1604f57c Add Phase 3: object spawn system with catalogue UI
Spawn System:
- SpawnableComponent: marker component for Blueprint actors (name, category, thumbnail)
- SpawnCatalog DataAsset: lists all spawnable Blueprints with Factory for easy creation
- SpawnManager: loads catalog, spawns actors in front of camera, ensures Movable mobility
- Reads metadata from Blueprint component templates (no temp spawn needed)

Catalogue UI:
- Left panel with scrollable list grouped by category
- Thumbnail cards (80x80) with name below, click to spawn
- "Capture All Thumbnails" button on DataAsset: auto-generates from UE thumbnails

Undo/Redo improvements:
- SpawnAction: undo hides spawned actor, redo shows it
- Delete confirmation dialog (Yes/No) before soft-delete
- Undo/redo auto-deselects hidden actors and refreshes gizmo
- Proper cleanup of hidden actors when actions pruned from stack

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 20:17:57 +02:00

1.8 KiB

name, description, type
name description type
PS_Editor plugin project Runtime editor plugin for UE 5.5 - object placement, scene editing, JSON save/load in packaged builds 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