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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@@ -34,6 +34,19 @@ protected:
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/** Loads the Enhanced Input assets from /Game/Input; called from BeginPlay. */
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void LoadInputAssets();
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/** Teleports back to the map's PlayerStart and clears velocity. */
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void ResetToStart();
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void TogglePause();
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/** Where the player started, so reset returns there rather than the origin. */
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UPROPERTY()
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FVector StartLocation = FVector::ZeroVector;
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UPROPERTY()
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FRotator StartRotation = FRotator::ZeroRotator;
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bool bPaused = false;
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/** Moves along the control yaw by the given forward/strafe amounts. */
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void ApplyMove(float Forward, float Strafe);
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@@ -69,6 +82,14 @@ protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> JumpAction;
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/** Respawn at the start point (R). */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> ResetAction;
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/** Toggle the pause menu (Escape). */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> PauseAction;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
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TObjectPtr<UCameraComponent> FirstPersonCamera;
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