feat(review): deterministic walking capture, and the defect it exposed
The shot actor can now photograph a moving pawn: a per-shot ShotFollow flag re-places the camera every frame at a fixed offset in the pawn's frame, and the walk is driven per shot (SetReviewWalk) with the pawn returned to spawn after a follow shot, so the fixed-camera shots later in the list still find it in place. With that, the capture stopped depending on where a 4.5 m/s pawn happened to be. Two further bugs fixed on the way: - the engine's screenshot folder is cleared before each run. The collect step copies every review-*.png it finds in Saved/, so a shot retired from the camera list kept reappearing with byte-identical content from an older run - which is how a walk shot that was never captured looked like a captured one. - UpdateBodyAnimation no longer calls SetAnimation every frame. Re-setting the same clip restarts it, which freezes the body on frame 0. What the deterministic capture then exposed: the walk clip is applied but does not advance - every walking frame shows the same pose (arms forward, legs together). The stride shot is retired again rather than shipped, and TODO.md names the next step: log GetCurrentAssetTime across frames and check the imported PlayRate. The harness stays wired for when the clip plays. Shots 6 and 7 were re-rendered after these changes and still pass; 7/7 verify.
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@@ -39,6 +39,14 @@ run_cmdlet ue_build_review_map.py "5/6 stage the demo shot cameras"
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tail -3 /tmp/ue-review-map-result.txt 2>/dev/null || true
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echo "== 6/6 capture the demo map =="
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# Clear the engine's screenshot folder first. The collect step below copies every
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# review-*.png it finds in Saved/, so without this a shot retired from the camera list
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# keeps coming back as a stale file - that is how a removed walk shot reappeared with
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# byte-identical content after a run that never captured it.
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rm -rf "$REPO"/Game/GigLine/Saved/Screenshots/* "$HOME"/.config/Epic/GigLine/Saved/Screenshots/* 2>/dev/null || true
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# Recreate the folder: the engine writes into it and does not recreate a deleted
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# directory, which silently produced zero captures in the run that removed it.
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mkdir -p "$REPO/Game/GigLine/Saved/Screenshots/LinuxEditor"
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# The engine path is absolute: this step runs from the repo, not from $ENGINE, and a
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# bare ./Engine/... failed with "No such file or directory" while every commandlet
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# above succeeded through run_cmdlet's cd.
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