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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@@ -118,11 +118,21 @@ def build():
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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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# Reset and pause are boolean: one press, no accumulator.
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ia_reset = fresh("IA_Reset", unreal.InputAction, unreal.InputAction_Factory)
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ia_reset.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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save(ia_reset)
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ia_pause = fresh("IA_Pause", unreal.InputAction, unreal.InputAction_Factory)
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ia_pause.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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save(ia_pause)
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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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(ia_reset, "R"), (ia_pause, "Escape"),
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]
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mappings = []
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