Files
gig-line/Game/GigLine/Source/GigLine/GigLineGameModeBase.h
T
zwitschi a0de0a6626 feat: first-person player with Enhanced Input
AGigLineCharacter: 1.75 m capsule, 1.60 m eye camera, 4 m/s walk, mouse look
scaled in degrees per second (no double DeltaTime), jump. Loaded ahead of a
Blueprint so the demo is playable with no assets wired by hand.

Tools/ue_create_input_assets.py builds /Game/Input headlessly: five 1D actions
and an 11-mapping context. One action per direction instead of per-key modifiers,
because modifier objects do not survive the save path here: a mapping's modifier
array serialises None, and dimensioning a 2D move with per-key axis masks would
need exactly those modifiers. The cost is four action assets rather than two.

Also adds a fourth review camera at eye height and documents it; its approval is
pending.
2026-11-07 10:05:13 +01:00

22 lines
560 B
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "GigLineGameModeBase.generated.h"
/**
* Default game mode for the 0.1.0 walkable Hollywood block demo.
*
* Sets the first-person character as the default pawn and spawns it at the start
* point, so the demo runs with no Blueprint wiring. Gameplay tuning that belongs to
* designers still lives in Blueprint subclasses on top of this.
*/
UCLASS()
class GIGLINE_API AGigLineGameModeBase : public AGameModeBase
{
GENERATED_BODY()
public:
AGigLineGameModeBase();
};