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