gameplay: walkable demo map, reset and pause
Tools/ue_build_demo_map.py builds /Game/Hollywood/DemoMap: sun, sky, the hero facade on the building line, six site meshes imported with collision, and a player start on the north sidewalk. Tools/ue_import_site.py imports the site FBXs; terrain, road and sidewalks use complex-as-simple so a simple hull cannot ramp over the kerbs. Art/blender/site/export_site_fbx.py exports one FBX per object so each can carry its own collision. Reset (R) and pause (Escape) join the character and the input context: reset restores the spawn transform and clears momentum, pause is a real game pause that releases the cursor. DefaultInput.ini captures the mouse on launch. Three placement defects found by measuring the imported actors rather than trusting the plan: the spawn was on the wrong sidewalk because the FBX flip inverts north, a mirror I added to the exporter double-corrected an already correct sidewalk, and the street meshes only carry part of the north walk - the rest is terrain.
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@@ -3,3 +3,10 @@ DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
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DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
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bEnableLegacyInputScales=False
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bEnableDefaultMapping=1
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; Capture the mouse on launch so mouse look works without clicking first, and let
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; Escape reach the Pause action instead of being eaten by the editor's console key.
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bCaptureMouseOnLaunch=True
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DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown
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DefaultViewportMouseLockMode=LockOnCapture
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bEnableMouseSmoothing=False
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