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>
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name, description, type
| name | description | type |
|---|---|---|
| UE5 build process | How to build the PS_ProserveEditor UE 5.5 project from command line on Windows | reference |
UE 5.5 is installed at C:\Program Files\Epic Games\UE_5.5 (found via registry key HKLM\SOFTWARE\EpicGames\Unreal Engine\5.5).
Build command (Editor target, Development):
"C:/Program Files/Epic Games/UE_5.5/Engine/Build/BatchFiles/Build.bat" PS_ProserveEditorEditor Win64 Development -Project="C:/ASTERION/GIT/PS_ProserveEditor/Unreal/PS_ProserveEditor.uproject" -WaitMutex -FromMsBuild
How to apply: Use this command to compile after code changes. Timeout should be set to 600000ms (10 min) for safety. The target name is PS_ProserveEditorEditor (Editor suffix) for editor builds.
When to use CLI vs Live Coding:
- Live Coding (Ctrl+Alt+F11): .cpp only changes (no new UCLASS, USTRUCT, UENUM, UPROPERTY in headers)
- Full CLI build (UE must be closed): new files, header changes with new reflected types, Build.cs changes