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a/Game/GigLine/Content/Hollywood/Textures/T_Stucco_R.uasset b/Game/GigLine/Content/Hollywood/Textures/T_Stucco_R.uasset index 2b88303..f8c2836 100644 --- a/Game/GigLine/Content/Hollywood/Textures/T_Stucco_R.uasset +++ b/Game/GigLine/Content/Hollywood/Textures/T_Stucco_R.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c0b3f7d08bd310f7ae0e779b009dd25be50438ddea97e223b4e1aad8e217f251 +oid sha256:c8bc8d631923a910768840bd1736d3dc22fccc3d26f616ee66b7726476ca20d0 size 17541 diff --git a/Game/GigLine/Source/GigLine/GigLineCharacter.cpp b/Game/GigLine/Source/GigLine/GigLineCharacter.cpp index d0e905a..cb98f8a 100644 --- a/Game/GigLine/Source/GigLine/GigLineCharacter.cpp +++ b/Game/GigLine/Source/GigLine/GigLineCharacter.cpp @@ -411,6 +411,15 @@ void AGigLineCharacter::LogFootProbes() } const FVector Feet = GetActorLocation() - FVector(0.f, 0.f, CapsuleHalf); + // Where is the body's lowest point relative to the capsule's? A mesh whose feet sit above + // the capsule bottom looks like a floating character even when the capsule is grounded. + if (const USkeletalMeshComponent* Body = GetMesh()) + { + const FBoxSphereBounds B = Body->Bounds; + UE_LOG(LogTemp, Warning, + TEXT("GigLine body: mesh bottom %.0f, capsule bottom %.0f, body above capsule %.0f cm"), + (B.Origin - B.BoxExtent).Z, Feet.Z, (B.Origin - B.BoxExtent).Z - Feet.Z); + } for (int32 Index = 0; Index < 3; ++Index) { FHitResult Hit; diff --git a/Tools/ue_build_demo_map.py b/Tools/ue_build_demo_map.py index 522a7b4..611090c 100644 --- a/Tools/ue_build_demo_map.py +++ b/Tools/ue_build_demo_map.py @@ -699,7 +699,10 @@ def build(): sidewalk_collision.set_actor_scale3d(unreal.Vector(279.0, 8.6, 0.08)) comp.set_collision_profile_name("BlockAll") sidewalk_collision.set_actor_hidden_in_game(True) - log("staged: Demo_SidewalkCollision (invisible, top at Z 380)") + loc = sidewalk_collision.get_actor_location() + scale = sidewalk_collision.get_actor_scale3d() + log(f"staged: Demo_SidewalkCollision at Z {loc.z:.0f}, scale Z {scale.z:.3f} " + f"(top {loc.z + 50.0 * scale.z:.0f} cm)") spawn(unreal.PlayerStart, unreal.Vector(-13336.0, -1150.0, player_z), "Demo_PlayerStart", unreal.Rotator(pitch=0.0, yaw=90.0, roll=0.0))