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PS_ProserveEditor/Unreal
j.foucher 721c9bb5c3 Unify simulate/timeline controls + BeforeStop event + AI auto-possess safety net
- Remove the Simulate toolbar button (both Legacy + UMG widgets). Play /
  Pause / Restart / Stop now live exclusively on the Timeline panel, and
  the panel is visible by default (no more toggle button on the toolbar).
  Keeps a global Play button on the Legacy toolbar that opens the level
  outside the editor.

- Move the grace-period / deferred-stop logic out of the TimelineSubsystem
  and into APS_Editor_PlayerController::RequestStopSimulation. This lets
  the timeline Stop button AND the UMG topbar simulate buttons share the
  same event sequence: OnEditorBeforeSimulateStop fires immediately (after
  RestoreBaseline), then a 500ms BT grace period, then StopSimulation
  fires OnEditorSimulateStop and cuts AI. New event
  OnEditorBeforeSimulateStop added to the editable interface with full
  timing docs.

- Drop the early-return in TimelineSubsystem::Play when Tracks.Num()==0 —
  the timeline Play button is now the only way to start the sim, so it
  must drive StartSimulation unconditionally.

- StartSimulation now force-calls SpawnDefaultController() on any pawn
  that enters sim without a Controller but has an AIControllerClass set,
  so AutoPossessAI=Disabled or race-lost possessions don't leave the BT
  unreachable.

- Route the UMG topbar Play / Simulate buttons and the "simulate" command
  through RequestStopSimulation too, so every path emits the full event
  sequence consistently.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 18:52:48 +02:00
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