feat(camera): third-person rig, V toggle, visible body
One pawn, both rigs (ADR-9): a skeletal body hidden in first person, a collision-tested spring arm, and a toggle that swaps the active camera and the body's visibility. Shipped default stays first person; -thirdperson starts the pawn in the third-person rig so the review shot is reproducible, and the screenshot run passes it. Three defects found and two fixed: - The skin material had no SkeletalMesh usage flag, so Unreal silently substituted the default grey. That is why the body rendered as clay. - render_screenshots.sh still called ./Engine/... on this branch (the fix lives on the facade branch and never reached main); applied here so the shots generate. - OPEN: the idle clip is bound and PlayAnimation is called - the run logs the clip name - but the body still renders in bind pose, arms out. Recorded with that evidence in TODO.md rather than called done. Shot 5 (demo-third-person) added and documented; camera collision is implemented but unproven, since the spawn has open space behind it.
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@@ -127,6 +127,10 @@ def build():
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ia_reset.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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save(ia_reset)
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ia_cam = fresh("IA_ToggleCamera", unreal.InputAction, unreal.InputAction_Factory)
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ia_cam.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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save(ia_cam)
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ia_pause = fresh("IA_Pause", unreal.InputAction, unreal.InputAction_Factory)
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ia_pause.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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save(ia_pause)
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@@ -136,7 +140,7 @@ def build():
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(ia_move, "Gamepad_LeftY"), (ia_strafe, "Gamepad_LeftX"),
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(ia_look, "MouseX"), (ia_look, "MouseY"), (ia_look, "Gamepad_Right2D"),
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(ia_jump, "SpaceBar"), (ia_jump, "Gamepad_FaceButton_Bottom"),
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(ia_reset, "R"), (ia_pause, "Escape"),
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(ia_reset, "R"), (ia_pause, "Escape"), (ia_cam, "V"),
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]
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mappings = []
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