Files
PS_ProserveEditor/Unreal/Plugins/PS_Editor
j.foucher 4b0a182013 Add global timeline for animating editable properties
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>
2026-04-18 11:28:21 +02:00
..
2026-04-14 20:40:06 +02:00