qa: make the demo walkable — terrain collision root cause, spawn, scripted QA
The reported fall-through was a misdiagnosis: the player never fell. The imported Terrain_DEM had only a bounding-box simple collision proxy, so a downward trace anywhere in the block hit the terrain at Z 819 (the mesh bbox max) and the street sat under an invisible 8 m lid. Standing on that box looked plausible, which is why it read as working. - add UGigLineAssetTools (C++): force CTF_UseComplexAsSimple on a static mesh. UE 5.8 dropped bUseComplexAsSimpleCollision and Python cannot set the flag; the builder also saves the asset, since the flag lives there and a map-only save silently reverts it. - spawn (-13336, -1150, 600): inside the carved corridor (the cut is a 10.7 m half-width around the road centreline), lands on the road at 456. - fix ResetToStart returning to the mid-air PlayerStart captured in BeginPlay: StartLocation is now captured on the first grounded frame. - HighResShot 1280x720 instead of "1280 720", which is a multiplier. - add -qaselftest: scripted walk/reset/pause on a core ticker plus a swept ground transect. Results: walk 746 cm/2 s with Z steady, reset 0 cm from spawn, pause/unpause 1/0, transect 84 samples 0 holes. - rebase onto main, keeping the frontage materials and placement fixes.
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@@ -18,4 +18,8 @@ class GIGLINE_API AGigLineGameModeBase : public AGameModeBase
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public:
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AGigLineGameModeBase();
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protected:
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/** Logs whether a local player connected to a pawn with input (QA). */
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virtual void HandleStartingNewPlayer_Implementation(class APlayerController* NewPlayer) override;
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};
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