- PostProcessComponent on Pawn (unbound, applies to entire scene) - Auto-loads M_PS_Editor_SelectionOutline material at BeginPlay - Removed debug bounding box from Tick - Custom depth stencil already toggled on selected actors - Material needs to be created in UE editor (edge detection on CustomStencil) - Instructions: use TexCoord + Constant2Vector offsets for 4-neighbor sampling Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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name, description, type
| name | description | type |
|---|---|---|
| PS_Editor plugin project | Runtime editor plugin for UE 5.5 - object placement, scene editing, JSON save/load in packaged builds | project |
PS_Editor is a runtime editor plugin for Unreal Engine 5.5 for the PROSERVE project.
Key decisions:
- UI: UMG driven by C++ (Slate)
- Gizmos: Custom actor with BasicShapes + unlit material (ITF is editor-only)
- Serialization: JSON via Json/JsonUtilities (FJsonObjectConverter)
- Naming: PS_Editor_ prefix on all files/classes
- Plugin path: Unreal/Plugins/PS_Editor/
- AZERTY keyboard: arrows + A/Q for movement, E/R/T for modes
Completed Phases
Phase 1 - GameMode + Camera
- Camera: Fly (RMB), Pan (LMB drag), Orbit (Alt+LMB / MMB)
- Movement: arrows + A (up) / Q (down)
Phase 2 - Selection + Transform + Undo
- Click-to-select (Movable actors only), Ctrl+click multi-select
- Custom gizmo (R/G/B arrows + cones, SDPG_Foreground, constant screen size)
- Translate/Rotate/Scale via gizmo drag, hotkeys E/R/T
- Snap to ground (End), soft-delete (Delete + confirmation dialog)
- Undo/Redo (Ctrl+Z/Y, 50 action stack)
- Properties panel + toolbar UI
- Material: M_PS_Editor_Gizmo (Unlit, "Color" param, Translucent, Disable Depth Test)
Phase 3 - Object Spawning
- SpawnableComponent: marker on BPs (name, category, thumbnail)
- SpawnCatalog DataAsset + Factory for easy creation
- SpawnManager: spawns in front of camera, tracks all spawned actors
- Catalogue UI: thumbnail cards, click to spawn, grouped by category
- CaptureAllThumbnails on DataAsset: auto-generates from UE thumbnails
- Spawn undo/redo, auto-deselect hidden actors
Phase 4 - JSON Serialization
- SceneData USTRUCT (Version, SceneName, Timestamp, Actors[ClassPath, Location, Rotation, Scale])
- SceneSerializer: Save/Load/Clear/GetSavedSceneNames
- Files in Saved/PS_Editor/Scenes/{name}.json
- UI: Save field + button, New Scene, saved scenes list with click-to-load
Next: Phase 5 - Advanced Editing
- Splines, lighting, AI characters, property editing