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>