qa wip: spawn in front of facade + input/sim diagnostics
- PlayerStart moved to (-10722,-2400,800) clear air, facing the facade. - Force game input mode + hide cursor at BeginPlay. - Diagnostics: every-second world/Z/gravity/fall log; one HighResShot at 1.5s. Verified (packaged, engine log): controller connects to pawn input=yes, ctx pushed, actions bound, world ticks, gravity -980, but capsule stays Z=909 fall=0 forever and no input fires. Static airborne pawn + no fall + no input = pawn simulated without an active autonomous local player. Recorded for next debug; do not merge to main.
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@@ -85,7 +85,11 @@ def build():
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# component and D/A carry strafe, combined by the character. A 2D value would
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# need per-key axis modifiers, and modifiers do not survive the save path here.
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ia_move = fresh("IA_Move", unreal.InputAction, unreal.InputAction_Factory)
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ia_move.set_editor_property("value_type", unreal.InputActionValueType.AXIS1D)
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# Boolean (pressed = 1), not AXIS1D: the C++ handler reads Get<bool>() and
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# moves at full walk speed. An axis action from a keyboard key can deliver 0
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# depending on the trigger, which showed up as "character stands, W does not
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# move" in QA. WASD are four separate per-direction actions below.
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ia_move.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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save(ia_move)
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ia_look = fresh("IA_Look", unreal.InputAction, unreal.InputAction_Factory)
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@@ -107,15 +111,15 @@ def build():
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# Two actions feed the one-dimensional move: IA_Move for forward/back, and a
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# second action for strafe, both reporting on the value's single component.
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ia_strafe = fresh("IA_Strafe", unreal.InputAction, unreal.InputAction_Factory)
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ia_strafe.set_editor_property("value_type", unreal.InputActionValueType.AXIS1D)
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ia_strafe.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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save(ia_strafe)
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ia_back = fresh("IA_MoveBack", unreal.InputAction, unreal.InputAction_Factory)
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ia_back.set_editor_property("value_type", unreal.InputActionValueType.AXIS1D)
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ia_back.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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save(ia_back)
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ia_left = fresh("IA_StrafeLeft", unreal.InputAction, unreal.InputAction_Factory)
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ia_left.set_editor_property("value_type", unreal.InputActionValueType.AXIS1D)
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ia_left.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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save(ia_left)
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# Reset and pause are boolean: one press, no accumulator.
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