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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