Major UX simplification: - Removed SplineEditing mode — single SplinePlacement mode handles both creation and editing with identical behavior - Actor spawned and tracked on first click (no "finish" step needed) - Each point add/insert/move has individual undo - Right-click always = camera fly (no special handling during creation) - Escape/Done just exits edit mode, nothing to "finish" Catalog system: - MasterCatalog DataAsset groups multiple SpawnCatalogs (Tools, Characters, Props) - PlayerController references one MasterCatalog instead of single catalog - SpawnManager.AddCatalog() loads sub-catalogs incrementally - Factory for MasterCatalog creation in Content Browser Spline polish: - SplineActor has built-in SpawnableComponent + EditableComponent - SplineColor/SplineSelectedColor/SplineTag as UPROPERTY for BP variants - All spline point operations use World coordinate space (fixes snap-to-ground) - Snap-to-ground ignores gizmo actor (was hitting gizmo guide lines) - Tube mesh collision forced with UpdateBounds after CreateMeshSection - Tube insert and handle selection include active placement actor (not just selected) - Notification bar shows contextual Delete Point button when CP selected Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
54 KiB
54 KiB