0.2.0 — animation set, third-person body and camera #34
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@@ -251,6 +251,19 @@ void AGigLineCharacter::BeginPlay()
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{
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StartQASelfTest();
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}
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// `-walk` holds forward input from the first frame. The screenshot run uses it
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// with `-thirdperson` so a capture can show the walk clip mid-stride: an idle
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// shot cannot prove the animation set, and a still cannot show a stride.
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bWalkForever = FParse::Param(FCommandLine::Get(), TEXT("walk"));
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}
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void AGigLineCharacter::WalkForever()
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{
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if (bWalkForever && GetCharacterMovement() && GetCharacterMovement()->IsMovingOnGround())
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{
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AddMovementInput(GetActorForwardVector(), 1.0f);
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}
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}
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void AGigLineCharacter::StartQASelfTest()
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@@ -726,6 +739,7 @@ void AGigLineCharacter::Tick(float DeltaSeconds)
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Super::Tick(DeltaSeconds);
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// Speed-driven animation state: correct whether the player walked, was pushed,
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// or fell, and independent of which input produced the movement.
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WalkForever();
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UpdateBodyAnimation();
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}
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@@ -158,6 +158,12 @@ protected:
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UPROPERTY()
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TObjectPtr<UAnimSequence> PlayingAnimation;
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/** True while `-walk` holds forward input for the screenshot run. */
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bool bWalkForever = false;
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/** Applies the `-walk` forward input when the flag is set and the pawn is grounded. */
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void WalkForever();
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/** Toggle-camera action (V). */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
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TObjectPtr<UInputAction> ToggleCameraAction;
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@@ -32,7 +32,7 @@ Actionable task list for this project. This file is the single, central place fo
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### Release checks
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- [ ] Third-person traversal works end-to-end in the demo area.
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- [ ] Third-person traversal works end-to-end in the demo area. **Blocked on a capture harness, not on the game:** walking works (`-walk` holds forward input; the pawn crosses the sidewalk while the third-person rig follows), but a fixed review camera cannot catch a pawn moving at 4.5 m/s — three attempts framed it at a different distance each run and the last two missed it entirely. The stride shot was removed rather than shipped broken. Needs a camera that tracks the pawn (attach the shot camera to the pawn, or drive the capture from a recorded path), then re-add `demo-third-person-walk`.
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- [ ] No blocking animation or rig defects.
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- [ ] Performance target still met at 1440p.
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- [ ] Tag `v0.2.0` and write `CHANGELOG.md` entry; then remove this section.
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@@ -323,6 +323,7 @@ try:
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# back, so a pose defect there is invisible. The pawn spawns facing +Y
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# (yaw 90), so the camera stands on the road side and looks back north.
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("demo-third-person-front", unreal.Vector(-13336, -520, 700), unreal.Vector(-13336, -1150, 540), 55.0),
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]
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seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
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if seq:
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