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>
1.8 KiB
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