Consolidated from the qa-input-collision-fix-0.1.0 work, applied onto main so only the changes main genuinely lacks are carried (main already merged the walkable-demo/collision work independently). - fix(input): populate the UE 5.8 FInputMappingContextMappingData DefaultKeyMappings field in ue_create_input_assets.py (the runtime reads GetMappings()->DefaultKeyMappings.Mappings; the script previously wrote only the deprecated 'mappings' array, so the cooked game had 0 runtime mappings and every key silently did nothing — in packaged AND PIE). Regenerated IMC_Default.uasset. WASD/mouse/Space/R/Escape verified working. - fix(build): drop editor-only APIs that break the game target build — UStaticMesh::PostEditChange() (GigLineAssetTools) and AActor::GetActorLabel() (character ground probe). GigLine and GigLineEditor now both compile clean. - tools: OS-level uinput input harness (input_emulation.py + input_test.py) and run_pie.sh for PIE isolation; document the PIE-vs-packaged input test in Docs/build.md. Removed the temporary SIM/EI/screenshot diagnostics from the character.
181 lines
7.7 KiB
Python
181 lines
7.7 KiB
Python
# Creates the Enhanced Input assets the first-person character loads:
|
|
# /Game/Input/IA_Move Axis2D, WASD + left stick
|
|
# /Game/Input/IA_Look Axis2D, mouse XY + right stick
|
|
# /Game/Input/IA_Jump axis1d, Space / gamepad face button
|
|
# /Game/Input/IMC_Default InputMappingContext holding the three mappings
|
|
#
|
|
# Run headless (imports/dirty packages are saved before exit):
|
|
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
|
|
# -script=<repo>/Tools/ue_create_input_assets.py -nullrhi -unattended -nopause \
|
|
# -stdout -FullStdOutLogOutput
|
|
#
|
|
# The result goes to /tmp/gigline/input-assets.txt because 5.8's pythonscript
|
|
# commandlet swallows print() output with -stdout.
|
|
#
|
|
# Mapping choices:
|
|
# - Look stays unit-free (no scalar modifier): the character applies its own
|
|
# degrees-per-second, and a modifier here would double-scale.
|
|
# - Move is a 2D axis: W = +Y, S = -Y, D = +X, A = -X via Negate on the Y axis.
|
|
# For keyboard keys the Negate modifier's Y axis maps to the axis's Y.
|
|
|
|
import unreal
|
|
|
|
ASSET_DIR = "/Game/Input"
|
|
_KEEP_ALIVE = []
|
|
|
|
|
|
def negate_y_modifier():
|
|
"""A negate-by-Y modifier, built with its Y flag set and X/Z cleared.
|
|
|
|
Returns the object plus its falsy reference; constructing the default
|
|
modifier gives all axes true, so each flag is set explicitly. The caller owns
|
|
keep-alive.
|
|
"""
|
|
neg = unreal.InputModifierNegate()
|
|
neg.set_editor_property("x", False)
|
|
neg.set_editor_property("y", True)
|
|
neg.set_editor_property("z", False)
|
|
return neg
|
|
RESULT = "/tmp/gigline/input-assets.txt"
|
|
lines = []
|
|
|
|
|
|
def log(msg):
|
|
lines.append(str(msg))
|
|
unreal.log(str(msg))
|
|
|
|
|
|
def fresh(name, cls, factory):
|
|
"""Load the asset if it exists, otherwise create it.
|
|
|
|
Deleting then recreating in the same commandlet run fails: create_asset
|
|
returns None for a path deleted earlier in the process. Overwriting in place
|
|
is also what keeps the assets' identities stable across reruns.
|
|
"""
|
|
path = f"{ASSET_DIR}/{name}"
|
|
existing = unreal.EditorAssetLibrary.load_asset(path)
|
|
if existing is not None:
|
|
return existing
|
|
return unreal.AssetToolsHelpers.get_asset_tools().create_asset(
|
|
name, ASSET_DIR, cls, factory())
|
|
|
|
|
|
def save(asset):
|
|
unreal.EditorAssetLibrary.save_loaded_asset(asset, only_if_is_dirty=False)
|
|
|
|
|
|
def make_key(name):
|
|
"""Build an FKey by name.
|
|
|
|
`unreal.InputCoreTypes` is not exposed to Python in 5.8 and `unreal.Key` does
|
|
not accept a constructor argument, but the struct's `import_text` parses the
|
|
key's export text, which is just its name.
|
|
"""
|
|
key = unreal.Key()
|
|
key.import_text(name)
|
|
return key
|
|
|
|
|
|
def build():
|
|
if not unreal.EditorAssetLibrary.does_directory_exist(ASSET_DIR):
|
|
unreal.EditorAssetLibrary.make_directory(ASSET_DIR)
|
|
|
|
# --- actions ---------------------------------------------------------
|
|
# Move keys are one-dimensional: W/S carry forward/back on the value's single
|
|
# component and D/A carry strafe, combined by the character. A 2D value would
|
|
# need per-key axis modifiers, and modifiers do not survive the save path here.
|
|
ia_move = fresh("IA_Move", unreal.InputAction, unreal.InputAction_Factory)
|
|
# Boolean (pressed = 1), not AXIS1D: the C++ handler reads Get<bool>() and
|
|
# moves at full walk speed. An axis action from a keyboard key can deliver 0
|
|
# depending on the trigger, which showed up as "character stands, W does not
|
|
# move" in QA. WASD are four separate per-direction actions below.
|
|
ia_move.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
|
save(ia_move)
|
|
|
|
ia_look = fresh("IA_Look", unreal.InputAction, unreal.InputAction_Factory)
|
|
ia_look.set_editor_property("value_type", unreal.InputActionValueType.AXIS2D)
|
|
save(ia_look)
|
|
|
|
ia_jump = fresh("IA_Jump", unreal.InputAction, unreal.InputAction_Factory)
|
|
ia_jump.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
|
save(ia_jump)
|
|
|
|
# --- mapping context -------------------------------------------------
|
|
imc = fresh("IMC_Default", unreal.InputMappingContext, unreal.InputMappingContext_Factory)
|
|
|
|
# Nine entries, one per key. No modifiers: the character negates S and A in
|
|
# C++ instead, because a modifier object attached to a mapping struct
|
|
# serialises as None on save in this build (the struct's object array does not
|
|
# keep the modifier alive across the save path). One less moving part, and the
|
|
# negation is visible where it is used.
|
|
# Two actions feed the one-dimensional move: IA_Move for forward/back, and a
|
|
# second action for strafe, both reporting on the value's single component.
|
|
ia_strafe = fresh("IA_Strafe", unreal.InputAction, unreal.InputAction_Factory)
|
|
ia_strafe.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
|
save(ia_strafe)
|
|
|
|
ia_back = fresh("IA_MoveBack", unreal.InputAction, unreal.InputAction_Factory)
|
|
ia_back.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
|
save(ia_back)
|
|
|
|
ia_left = fresh("IA_StrafeLeft", unreal.InputAction, unreal.InputAction_Factory)
|
|
ia_left.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
|
save(ia_left)
|
|
|
|
# Reset and pause are boolean: one press, no accumulator.
|
|
ia_reset = fresh("IA_Reset", unreal.InputAction, unreal.InputAction_Factory)
|
|
ia_reset.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
|
save(ia_reset)
|
|
|
|
ia_pause = fresh("IA_Pause", unreal.InputAction, unreal.InputAction_Factory)
|
|
ia_pause.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
|
|
save(ia_pause)
|
|
|
|
mapping_table = [
|
|
(ia_move, "W"), (ia_back, "S"), (ia_strafe, "D"), (ia_left, "A"),
|
|
(ia_move, "Gamepad_LeftY"), (ia_strafe, "Gamepad_LeftX"),
|
|
(ia_look, "MouseX"), (ia_look, "MouseY"), (ia_look, "Gamepad_Right2D"),
|
|
(ia_jump, "SpaceBar"), (ia_jump, "Gamepad_FaceButton_Bottom"),
|
|
(ia_reset, "R"), (ia_pause, "Escape"),
|
|
]
|
|
|
|
mappings = []
|
|
for action, key_name in mapping_table:
|
|
try:
|
|
entry = unreal.EnhancedActionKeyMapping()
|
|
entry.set_editor_property("action", action)
|
|
entry.set_editor_property("key", make_key(key_name))
|
|
mappings.append(entry)
|
|
except Exception as exc: # noqa: BLE001
|
|
log(f"skip {action.get_name()}/{key_name}: {exc}")
|
|
|
|
# UE 5.8: the runtime reads DefaultKeyMappings.Mappings (FInputMappingContextMappingData),
|
|
# NOT the deprecated 'mappings' array on the context. The deprecated array is
|
|
# what editor UI shows and what the old script wrote, so the cooked game got 0
|
|
# runtime mappings (key->action lookup failed -> no input). Populate the new
|
|
# struct field that the runtime actually consumes.
|
|
default_mapping_data = imc.get_editor_property("default_key_mappings")
|
|
if default_mapping_data is None:
|
|
default_mapping_data = unreal.InputMappingContextMappingData()
|
|
default_mapping_data.set_editor_property("mappings", mappings)
|
|
# Mirror into the deprecated array so the editor UI and any legacy reader agree.
|
|
imc.set_editor_property("mappings", mappings)
|
|
imc.set_editor_property("default_key_mappings", default_mapping_data)
|
|
save(imc)
|
|
|
|
log(f"IA_Move={ia_move.get_path_name()} IA_Look={ia_look.get_path_name()} "
|
|
f"IA_Jump={ia_jump.get_path_name()}")
|
|
log(f"IMC_Default={imc.get_path_name()} mappings={len(mappings)}")
|
|
log("assets=" + ",".join(unreal.EditorAssetLibrary.list_assets(ASSET_DIR)))
|
|
|
|
|
|
try:
|
|
build()
|
|
except Exception as exc: # noqa: BLE001 - surface the failure in the result file
|
|
import traceback
|
|
log(f"FAILED: {type(exc).__name__}: {exc}")
|
|
log(traceback.format_exc())
|
|
|
|
with open(RESULT, "w") as handle:
|
|
handle.write("\n".join(lines))
|