Commit Graph
2 Commits
Author SHA1 Message Date
zwitschi 2199a546bd qa wip: spawn in front of facade + input/sim diagnostics
- PlayerStart moved to (-10722,-2400,800) clear air, facing the facade.
- Force game input mode + hide cursor at BeginPlay.
- Diagnostics: every-second world/Z/gravity/fall log; one HighResShot at 1.5s.

Verified (packaged, engine log): controller connects to pawn input=yes, ctx
pushed, actions bound, world ticks, gravity -980, but capsule stays Z=909
fall=0 forever and no input fires. Static airborne pawn + no fall + no input
= pawn simulated without an active autonomous local player. Recorded for next
debug; do not merge to main.
2026-11-08 10:35:48 +01:00
zwitschi a0de0a6626 feat: first-person player with Enhanced Input
AGigLineCharacter: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look
scaled in degrees per second (no double DeltaTime), jump. Loaded ahead of a
Blueprint so the demo is playable with no assets wired by hand.

Tools/ue_create_input_assets.py builds /Game/Input headlessly: five 1D actions
and an 11-mapping context. One action per direction instead of per-key modifiers,
because modifier objects do not survive the save path here: a mapping's modifier
array serialises None, and dimensioning a 2D move with per-key axis masks would
need exactly those modifiers. The cost is four action assets rather than two.

Also adds a fourth review camera at eye height and documents it; its approval is
pending.
2026-11-07 10:05:13 +01:00