review: split the rounds into named shots and stage the player pawn

Roadmap gains two sections: 'Review scene and player placement' (this pass) and
'Character development' (follow-on). The camera list is now one table of
(name, location, target) with look-at rotations computed from the pairs, so a
camera cannot drift out of aim when one number changes.

New shots: player-placement (the real pawn, staged in the build script),
ground-contact (knee height, feet on the plane), shadow-compare (floating vs
grounded cube from a low angle), and hero-portals (whole elevation).

The review floor grows to 160 m so the facade stands on ground rather than the
horizon band. Retired: the first-person shot.

Honest gap recorded in the roadmap: the hero portals sit behind the colonnade and
do not resolve from the review floor; that needs a camera on the plinth or a
portal rebuild, not another angle.
This commit is contained in:
zwitschi committed 2026-11-07 12:08:19 +01:00
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commit e46a877556
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@@ -19,8 +19,9 @@ cd "$ENGINE"
cat /tmp/ue-review-map-result.txt
echo "== 2/3 run game on review map =="
# -windowed -NoSplash: a fullscreen swap can leave the first frame uncaptured.
./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" /Game/Test/ReviewMap \
-game -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
echo "== 3/3 collect screenshots =="
mkdir -p "$REPO/Screenshots"