4a98c6402bfc37193077383d7b3704532d7c40c4
The old naming suggested UE level loading; what these calls actually do is spawn actors described by a .pss scenario file into the already-loaded UE level. Renamed for clarity: SceneLoader::LoadScene -> LoadScenario SceneLoader::LoadSceneFromData -> LoadScenarioFromData SceneLoader::LoadSceneAdditive -> dropped (merged into LoadScenario) SceneLoader::UnloadSceneAdditive -> UnloadScenario SceneSerializer::LoadScene -> LoadScenario AdditiveSpawnedActors -> TrackedSpawnedActors LoadScenario now branches on the filter: when Filter == PreloadOnly the timeline subsystem is skipped entirely (no SetData, no ActorId registration, no auto-play) so a briefing scene can drop in player placement markers without disturbing its own timeline. All other filter values keep the full gameplay behaviour (timeline + AI-readiness poll). Every load tracks its actors so a follow-up UnloadScenario() can destroy them — supports the briefing flow where the player toggles between scenarios at runtime. Breaking change for external BP callers: any node binding the old LoadScene / LoadSceneAdditive / UnloadSceneAdditive functions will show up as missing on next BP compile; replace with LoadScenario / UnloadScenario (identical or simpler signatures). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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