- 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.
22 lines
799 B
C++
22 lines
799 B
C++
#include "GigLineGameModeBase.h"
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#include "GameFramework/PlayerController.h"
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#include "GigLineCharacter.h"
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#include "GigLineHUD.h"
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AGigLineGameModeBase::AGigLineGameModeBase()
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{
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DefaultPawnClass = AGigLineCharacter::StaticClass();
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// ODbL attribution must be visible in the running demo, not only in docs.
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HUDClass = AGigLineHUD::StaticClass();
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}
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void AGigLineGameModeBase::HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer)
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{
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Super::HandleStartingNewPlayer_Implementation(NewPlayer);
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UE_LOG(LogTemp, Log, TEXT("GigLine GM: player %s connected; pawn=%s input=%s"),
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NewPlayer ? *NewPlayer->GetName() : TEXT("null"),
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NewPlayer && NewPlayer->GetPawn() ? *NewPlayer->GetPawn()->GetName() : TEXT("NONE"),
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NewPlayer && NewPlayer->PlayerInput ? TEXT("yes") : TEXT("no"));
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}
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