fix(input): restore working controls + add input harness + build fixes
Consolidated from the qa-input-collision-fix-0.1.0 work, applied onto main so only the changes main genuinely lacks are carried (main already merged the walkable-demo/collision work independently). - fix(input): populate the UE 5.8 FInputMappingContextMappingData DefaultKeyMappings field in ue_create_input_assets.py (the runtime reads GetMappings()->DefaultKeyMappings.Mappings; the script previously wrote only the deprecated 'mappings' array, so the cooked game had 0 runtime mappings and every key silently did nothing — in packaged AND PIE). Regenerated IMC_Default.uasset. WASD/mouse/Space/R/Escape verified working. - fix(build): drop editor-only APIs that break the game target build — UStaticMesh::PostEditChange() (GigLineAssetTools) and AActor::GetActorLabel() (character ground probe). GigLine and GigLineEditor now both compile clean. - tools: OS-level uinput input harness (input_emulation.py + input_test.py) and run_pie.sh for PIE isolation; document the PIE-vs-packaged input test in Docs/build.md. Removed the temporary SIM/EI/screenshot diagnostics from the character.
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@@ -21,7 +21,9 @@ void UGigLineAssetTools::SetComplexCollisionAsSimple(UStaticMesh* Mesh, bool bEn
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BodySetup->InvalidatePhysicsData();
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BodySetup->CreatePhysicsMeshes();
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Mesh->MarkPackageDirty();
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Mesh->PostEditChange();
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// PostEditChange() is editor-only and not a member of UStaticMesh; the
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// physics data regeneration above plus MarkPackageDirty is all a headless
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// commandlet needs to persist the new collision flags.
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}
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void UGigLineAssetTools::ClearSimpleCollision(UStaticMesh* Mesh)
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@@ -41,7 +43,6 @@ void UGigLineAssetTools::ClearSimpleCollision(UStaticMesh* Mesh)
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BodySetup->InvalidatePhysicsData();
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BodySetup->CreatePhysicsMeshes();
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Mesh->MarkPackageDirty();
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Mesh->PostEditChange();
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}
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FString UGigLineAssetTools::GetCollisionComplexity(UStaticMesh* Mesh)
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@@ -157,46 +157,6 @@ void AGigLineCharacter::BeginPlay()
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PC->bShowMouseCursor = false;
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}
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// TEMP QA: one screenshot at +1.5s so the actual frame is reviewable.
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FTimerHandle ShotHandle;
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GetWorldTimerManager().SetTimer(ShotHandle, [this]()
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{
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if (APlayerController* PC = Cast<APlayerController>(GetController()))
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{
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PC->ConsoleCommand(TEXT("HighResShot 1280x720"));
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}
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}, 1.5f, false);
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// TEMP QA: every second log world time + capsule Z + gravity + fall state so
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// we can see whether the world is simulating the pawn at all (symptom:
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// "spawns above ground but never falls, no input").
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FTimerHandle SimHandle;
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GetWorldTimerManager().SetTimer(SimHandle, [this]()
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{
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UCharacterMovementComponent* M = GetCharacterMovement();
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UE_LOG(LogTemp, Log,
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TEXT("GigLine SIM: t=%.2f XYZ=(%.0f,%.0f,%.0f) grav=%.1f fall=%d local=%d role=%d mode=%d ctrl=%s"),
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GetWorld() ? GetWorld()->GetTimeSeconds() : -1.f,
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GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z,
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M ? M->GetGravityZ() : 0.f,
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(M && M->IsFalling()) ? 1 : 0,
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IsLocallyControlled() ? 1 : 0,
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(int)GetLocalRole(),
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M ? (int)M->MovementMode : -1,
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GetController() ? *GetController()->GetName() : TEXT("NONE"));
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if (UWorld* W = GetWorld())
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{
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const FVector L = GetActorLocation();
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FHitResult Hit;
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FCollisionQueryParams Q(TEXT("GigLineGroundProbe"), false, this);
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const bool bHit = W->LineTraceSingleByChannel(Hit,
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FVector(L.X, L.Y, 3000.f), FVector(L.X, L.Y, -3000.f), ECC_Visibility, Q);
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UE_LOG(LogTemp, Log, TEXT("GigLine GROUND: top=%.0f actor=%s"),
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bHit ? Hit.ImpactPoint.Z : -9999.f,
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bHit && Hit.GetActor() ? *Hit.GetActor()->GetActorLabel() : TEXT("none"));
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}
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}, 1.0f, true);
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if (FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
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{
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StartQASelfTest();
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@@ -428,8 +388,6 @@ namespace
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void AGigLineCharacter::MoveForward(const FInputActionValue& Value)
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: MoveForward fired, axis=%.3f type=%d"),
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FMath::Abs(SignedAxis(Value, false)), (int)Value.GetValueType());
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ApplyMove(FMath::Abs(SignedAxis(Value, false)), 0.0f);
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}
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@@ -453,8 +411,6 @@ void AGigLineCharacter::ApplyMove(float Forward, float Strafe)
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const AController* Controller = GetController();
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if (!Controller)
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: ApplyMove called but NO controller (fwd %.2f strafe %.2f)"),
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Forward, Strafe);
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return;
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}
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if (FMath::IsNearlyZero(Forward) && FMath::IsNearlyZero(Strafe))
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@@ -468,8 +424,6 @@ void AGigLineCharacter::ApplyMove(float Forward, float Strafe)
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AddMovementInput(ForwardDir, Forward);
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AddMovementInput(RightDir, Strafe);
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: ApplyMove fwd %.2f strafe %.2f controller=%s yaw=%.0f"),
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Forward, Strafe, *Controller->GetName(), Controller->GetControlRotation().Yaw);
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}
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void AGigLineCharacter::Look(const FInputActionValue& Value)
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