Editor workflow:
- Removed auto-detection of BaseLevel (strip _Editor). Editor is standalone.
- User selects BaseLevel from ComboBox (populated from MasterCatalog.BaseLevels)
- "None" option for editing without a base level
- Selecting BaseLevel: clears current scenario, hides persistent level actors,
loads sublevel. Selecting "None" restores persistent level actors.
UI terminology: Scene → Scenario (save field, buttons, notifications)
GameInstanceSubsystem:
- Renamed PendingSceneName → PendingScenarioName
- Added LastEditedScenarioName/LastEditedBaseLevel (persist after Consume)
- SetPendingScenario() stores in both Pending and LastEdited
- ReturnToEditor() restores Pending from LastEdited, opens editor map
- EditorMapName auto-saved on first Play, used by ReturnToEditor
- OpenEditor() / ReturnToEditor() callable from gameplay BP
Play button: resets input mode before OpenLevel (fixes cursor in FirstPerson GM)
Test assets: FirstPerson template for testing Play/ReturnToEditor flow
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>