One pawn, both rigs (ADR-9): a skeletal body hidden in first person, a
collision-tested spring arm, and a toggle that swaps the active camera and the
body's visibility. Shipped default stays first person; -thirdperson starts the
pawn in the third-person rig so the review shot is reproducible, and the
screenshot run passes it.
Three defects found and two fixed:
- The skin material had no SkeletalMesh usage flag, so Unreal silently substituted
the default grey. That is why the body rendered as clay.
- render_screenshots.sh still called ./Engine/... on this branch (the fix lives on
the facade branch and never reached main); applied here so the shots generate.
- OPEN: the idle clip is bound and PlayAnimation is called - the run logs the clip
name - but the body still renders in bind pose, arms out. Recorded with that
evidence in TODO.md rather than called done.
Shot 5 (demo-third-person) added and documented; camera collision is implemented
but unproven, since the spawn has open space behind it.
- TCL Chinese Theatre (6925) and Madame Tussaud's (6933) exported from the
verified OSM blockout with ue_metric_v1 (export_north_buildings.py), with a
Y-mirror so they land north of the road, across from the hero facade.
- ue_import_north_buildings.py imports + stages them in the DemoMap as
North_TCL_Chinese / North_Madame_Tussauds (TCL Y 1802..9431, Tussaud's
1888..7586; hero at Y -1450, road centreline ~0).
- render_screenshots.sh now also runs the DemoMap capture pass; added a
demo-north-buildings camera, so the new buildings get a review shot.
- README/roadmap updated; flat facade materials pending the 0.1.4 patch.
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.
- AGigLineShotActor (dev-only): walks a fixed camera list in -game mode,
captures via FScreenshotRequest, quits. Test content only.
- ue_build_review_map.py builds /Game/Test/ReviewMap from current content
(gray floor, key light, sky, MPFB character, 1 m scale cubes).
- render_screenshots.sh: build map -> run game -> collect PNGs into
gitignored Screenshots/.
- Screenshots/README.md (committed) describes each capture with approval
state; AGENTS.md gains the visual-review instructions.