feat(hero): facade rework — inscription, medallions, motto band, banner lettering #39

Merged
zwitschi merged 93 commits from hero-facade-0.3.0 into main 2026-11-10 15:37:40 +01:00
109 changed files with 178 additions and 130 deletions
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@@ -298,6 +298,29 @@ void AGigLineVehicle::Tick(float DeltaSeconds)
DriveStart = GetActorLocation(); DriveStart = GetActorLocation();
} }
// One-shot diagnostic: why zero wheels. Wheels are built in CreateVehicle(), which runs only
// when the physics state produced a vehicle, so the useful facts are whether the mesh is
// simulating and whether it carries a physics asset at all.
{
static bool bDiagnosed = false;
if (!bDiagnosed && SettleElapsed > 3.0f && FParse::Param(FCommandLine::Get(), TEXT("probes")))
{
bDiagnosed = true;
USkeletalMeshComponent* Body = GetMesh();
const UChaosWheeledVehicleMovementComponent* Wheeled =
Cast<UChaosWheeledVehicleMovementComponent>(GetVehicleMovementComponent());
UE_LOG(LogTemp, Warning,
TEXT("GigLine vehicle diag: mesh=%d simulating=%d physasset=%s setups=%d wheels=%d "
"loc=%.0f,%.0f,%.0f"),
Body != nullptr,
Body && Body->IsSimulatingPhysics() ? 1 : 0,
Body && Body->GetBodySetup() ? TEXT("yes") : TEXT("no"),
Wheeled ? Wheeled->WheelSetups.Num() : -1,
Wheeled ? Wheeled->Wheels.Num() : -1,
GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z);
}
}
SettleElapsed += DeltaSeconds; SettleElapsed += DeltaSeconds;
if (!bSettleReported && SettleElapsed > 3.0f) if (!bSettleReported && SettleElapsed > 3.0f)
{ {
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