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.
This commit is contained in:
zwitschi committed 2026-11-07 13:17:24 +01:00
1 parent c9278378ee
commit cf392a02f7
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@@ -118,11 +118,21 @@ def build():
ia_left.set_editor_property("value_type", unreal.InputActionValueType.AXIS1D)
save(ia_left)
# Reset and pause are boolean: one press, no accumulator.
ia_reset = fresh("IA_Reset", unreal.InputAction, unreal.InputAction_Factory)
ia_reset.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
save(ia_reset)
ia_pause = fresh("IA_Pause", unreal.InputAction, unreal.InputAction_Factory)
ia_pause.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
save(ia_pause)
mapping_table = [
(ia_move, "W"), (ia_back, "S"), (ia_strafe, "D"), (ia_left, "A"),
(ia_move, "Gamepad_LeftY"), (ia_strafe, "Gamepad_LeftX"),
(ia_look, "MouseX"), (ia_look, "MouseY"), (ia_look, "Gamepad_Right2D"),
(ia_jump, "SpaceBar"), (ia_jump, "Gamepad_FaceButton_Bottom"),
(ia_reset, "R"), (ia_pause, "Escape"),
]
mappings = []