472811b858b5a27eb816a5f9bb531e90661e5664
Architecture for single editor map workflow: - MasterCatalog.BaseLevels lists available base levels - BaseLevel selector in UI (cycle button) loads selected level as sublevel - Sublevel provides visual context only — save/load only touches PS_Editor objects - No auto-load at startup: user picks via UI or PROSERVE sets via subsystem GameInstanceSubsystem (survives OpenLevel): - PendingSceneName + PendingBaseLevel set by PROSERVE before opening editor - Editor reads them at BeginPlay: loads sublevel + scene automatically - ConsumePendingScene() for gameplay side to read and clear Play button: - Auto-saves current scene - Stores scene name in GameInstanceSubsystem - Opens the BaseLevel via OpenLevel SceneLoader: - bStripEditorComponents parameter (default true) removes Spawnable/Editable components after load for clean gameplay actors SceneData v3: LevelName field associates scenes with base levels. Scene list filtered by selected BaseLevel. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Description
No description provided
Languages
C++
92.7%
HTML
6.3%
C
0.5%
C#
0.5%