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.
- Converted 13 individual .adoc section files to .md via
asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside
the .adoc sources in Docs/Architecture/
- Rebuilt architecture.md from the individual section .md files
- Ran prettier --write on all .md in the repo (23 files changed):
normalised table column alignment, trailing whitespace, line breaks
- Added .agents/ to .prettierignore (vendored third-party content)
- All .md now passes prettier --check