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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