Files
gig-line/Game/GigLine/Source/GigLine/GigLineGameModeBase.cpp
T
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

22 lines
799 B
C++

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