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.
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@@ -19,8 +19,9 @@ cd "$ENGINE"
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cat /tmp/ue-review-map-result.txt
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echo "== 2/3 run game on review map =="
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# -windowed -NoSplash: a fullscreen swap can leave the first frame uncaptured.
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./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" /Game/Test/ReviewMap \
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-game -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
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-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
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echo "== 3/3 collect screenshots =="
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mkdir -p "$REPO/Screenshots"
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