feat: first-person player with Enhanced Input
AGigLineCharacter: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look scaled in degrees per second (no double DeltaTime), jump. Loaded ahead of a Blueprint so the demo is playable with no assets wired by hand. Tools/ue_create_input_assets.py builds /Game/Input headlessly: five 1D actions and an 11-mapping context. One action per direction instead of per-key modifiers, because modifier objects do not survive the save path here: a mapping's modifier array serialises None, and dimensioning a 2D move with per-key axis masks would need exactly those modifiers. The cost is four action assets rather than two. Also adds a fourth review camera at eye height and documents it; its approval is pending.
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@@ -100,6 +100,9 @@ try:
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unreal.Vector(900, -1100, 500),
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unreal.Vector(200, -300, 160),
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unreal.Vector(200, 100, 200),
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# first-person eye height, just south-east of the character: this is the
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# view a player has at spawn, capsule and camera stack in frame
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unreal.Vector(120, -260, 165),
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])
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shots.set_editor_property("shot_rotations", [
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unreal.MathLibrary.find_look_at_rotation(
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@@ -108,10 +111,13 @@ try:
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unreal.Vector(200, -300, 160), unreal.Vector(0, 0, 85)),
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unreal.MathLibrary.find_look_at_rotation(
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unreal.Vector(200, 100, 200), unreal.Vector(0, 600, 50)),
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unreal.MathLibrary.find_look_at_rotation(
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unreal.Vector(120, -260, 165), unreal.Vector(-200, 600, 90)),
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])
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shots.set_editor_property("shot_names", ["overview", "character", "scale-cubes"])
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shots.set_editor_property("shot_names",
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["overview", "character", "scale-cubes", "first-person"])
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shots.set_editor_property("quit_when_done", True)
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log("staged: ShotSequencer with 3 cameras")
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log("staged: ShotSequencer with 4 cameras")
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except Exception as exc: # noqa
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log(f"staging failed: {exc!r}")
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@@ -0,0 +1,156 @@
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# Creates the Enhanced Input assets the first-person character loads:
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# /Game/Input/IA_Move Axis2D, WASD + left stick
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# /Game/Input/IA_Look Axis2D, mouse XY + right stick
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# /Game/Input/IA_Jump axis1d, Space / gamepad face button
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# /Game/Input/IMC_Default InputMappingContext holding the three mappings
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#
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# Run headless (imports/dirty packages are saved before exit):
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/ue_create_input_assets.py -nullrhi -unattended -nopause \
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# -stdout -FullStdOutLogOutput
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#
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# The result goes to /tmp/gigline/input-assets.txt because 5.8's pythonscript
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# commandlet swallows print() output with -stdout.
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#
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# Mapping choices:
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# - Look stays unit-free (no scalar modifier): the character applies its own
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# degrees-per-second, and a modifier here would double-scale.
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# - Move is a 2D axis: W = +Y, S = -Y, D = +X, A = -X via Negate on the Y axis.
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# For keyboard keys the Negate modifier's Y axis maps to the axis's Y.
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import unreal
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ASSET_DIR = "/Game/Input"
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_KEEP_ALIVE = []
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def negate_y_modifier():
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"""A negate-by-Y modifier, built with its Y flag set and X/Z cleared.
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Returns the object plus its falsy reference; constructing the default
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modifier gives all axes true, so each flag is set explicitly. The caller owns
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keep-alive.
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"""
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neg = unreal.InputModifierNegate()
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neg.set_editor_property("x", False)
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neg.set_editor_property("y", True)
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neg.set_editor_property("z", False)
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return neg
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RESULT = "/tmp/gigline/input-assets.txt"
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lines = []
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def log(msg):
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lines.append(str(msg))
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unreal.log(str(msg))
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def fresh(name, cls, factory):
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"""Load the asset if it exists, otherwise create it.
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Deleting then recreating in the same commandlet run fails: create_asset
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returns None for a path deleted earlier in the process. Overwriting in place
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is also what keeps the assets' identities stable across reruns.
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"""
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path = f"{ASSET_DIR}/{name}"
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existing = unreal.EditorAssetLibrary.load_asset(path)
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if existing is not None:
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return existing
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return unreal.AssetToolsHelpers.get_asset_tools().create_asset(
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name, ASSET_DIR, cls, factory())
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def save(asset):
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unreal.EditorAssetLibrary.save_loaded_asset(asset, only_if_is_dirty=False)
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def make_key(name):
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"""Build an FKey by name.
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`unreal.InputCoreTypes` is not exposed to Python in 5.8 and `unreal.Key` does
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not accept a constructor argument, but the struct's `import_text` parses the
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key's export text, which is just its name.
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"""
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key = unreal.Key()
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key.import_text(name)
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return key
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def build():
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if not unreal.EditorAssetLibrary.does_directory_exist(ASSET_DIR):
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unreal.EditorAssetLibrary.make_directory(ASSET_DIR)
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# --- actions ---------------------------------------------------------
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# Move keys are one-dimensional: W/S carry forward/back on the value's single
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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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save(ia_move)
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ia_look = fresh("IA_Look", unreal.InputAction, unreal.InputAction_Factory)
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ia_look.set_editor_property("value_type", unreal.InputActionValueType.AXIS2D)
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save(ia_look)
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ia_jump = fresh("IA_Jump", unreal.InputAction, unreal.InputAction_Factory)
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ia_jump.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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save(ia_jump)
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# --- mapping context -------------------------------------------------
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imc = fresh("IMC_Default", unreal.InputMappingContext, unreal.InputMappingContext_Factory)
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# Nine entries, one per key. No modifiers: the character negates S and A in
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# C++ instead, because a modifier object attached to a mapping struct
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# serialises as None on save in this build (the struct's object array does not
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# keep the modifier alive across the save path). One less moving part, and the
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# negation is visible where it is used.
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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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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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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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save(ia_left)
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mapping_table = [
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(ia_move, "W"), (ia_back, "S"), (ia_strafe, "D"), (ia_left, "A"),
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(ia_move, "Gamepad_LeftY"), (ia_strafe, "Gamepad_LeftX"),
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(ia_look, "MouseX"), (ia_look, "MouseY"), (ia_look, "Gamepad_Right2D"),
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(ia_jump, "SpaceBar"), (ia_jump, "Gamepad_FaceButton_Bottom"),
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]
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mappings = []
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for action, key_name in mapping_table:
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try:
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entry = unreal.EnhancedActionKeyMapping()
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entry.set_editor_property("action", action)
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entry.set_editor_property("key", make_key(key_name))
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mappings.append(entry)
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except Exception as exc: # noqa: BLE001
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log(f"skip {action.get_name()}/{key_name}: {exc}")
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# Array property: rebuild it rather than mutating in place.
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imc.set_editor_property("mappings", mappings)
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save(imc)
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log(f"IA_Move={ia_move.get_path_name()} IA_Look={ia_look.get_path_name()} "
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f"IA_Jump={ia_jump.get_path_name()}")
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log(f"IMC_Default={imc.get_path_name()} mappings={len(mappings)}")
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log("assets=" + ",".join(unreal.EditorAssetLibrary.list_assets(ASSET_DIR)))
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try:
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build()
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except Exception as exc: # noqa: BLE001 - surface the failure in the result file
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import traceback
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log(f"FAILED: {type(exc).__name__}: {exc}")
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log(traceback.format_exc())
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with open(RESULT, "w") as handle:
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handle.write("\n".join(lines))
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