4b0a182013ae46b3f09a3c3c87b37a32bf97a0e0
New UWorldSubsystem + FTickableGameObject drives per-property keyframe animation in both the runtime editor and real gameplay (server-side, replicated to clients via standard UE property replication). Tightly coupled with Simulate: Play/Pause/Stop also start/stop AI. Highlights: - bAnimatable flag on EditablePropertyEntry gates which properties get a "+" keyframe button in the runtime editor - FGuid-based actor IDs in the timeline subsystem survive save/load - Custom Slate widgets replace SSlider/SButton for pixel-perfect alignment between the scrub bar handle and keyframe dots - Click a key = select actor + seek; drag moves it; Del removes it - Active key highlighted green; selected key white; auto-deselect when the cursor leaves the key time - Scenes loaded via the standalone SceneLoader auto-play in gameplay; SceneSerializer pushes timeline data into the subsystem on load - SceneData v3 -> v4 (Timeline + per-actor ActorId); legacy scenes load cleanly with empty timeline + regenerated GUIDs - "Unfiled" scenes no longer try to load a bogus sublevel (loading screen no longer gets stuck); LoadBaseLevelAsSublevel now has a safety net that hides the overlay if LoadLevelInstance fails - TryLoadClass via FSoftClassPath fixes the intermittent "actors disappear on first load" bug (BP class cold-load race) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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