Carries the QA fixes for the walkable demo off main onto an error-fixing branch so a live window can be tested without blocking the clean main. - GigLineCharacter: hard-reference the Enhanced Input assets via ConstructorHelpers so the cooker includes /Game/Input (they were soft-only and pruned from the pak -> no inputs bound). Push the mapping context on a deferred timer after possession. - defaultgame.ini: +DirectoriesToAlwaysCook for /Game/Input, Hollywood, Test. - ue_build_demo_map.py: stage site meshes STATIC with explicit collision (QUERY_AND_PHYSICS, WorldStatic, BlockAll); hero facade STATIC; PlayerStart moved onto the north sidewalk at Y -1200. - DemoMap.umap rebuilt with the above. STATUS: packaged build now logs all input assets ok and grounded=1/Walking, so falling + input-nil are fixed in the package; the user still hit a stuck window (no mouse/keys) in one test, so this remains WIP pending a clean interactive run.
25 lines
1017 B
INI
25 lines
1017 B
INI
[/Script/EngineSettings.GeneralProjectSettings]
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ProjectName=Gig Line
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CompanyName=
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CopyrightNotice=
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[/Script/UnrealEd.ProjectPackagingSettings]
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BuildConfiguration=PPBC_Development
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FullRebuild=False
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UsePakFile=True
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; Runtime-loaded content must ship even when nothing statically references it.
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; The Enhanced Input assets are only soft-loaded by AGigLineCharacter at
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; BeginPlay; without this the cooker prunes them from the pak (observed: the
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; cook ReferencedSet had zero /Game/Input entries, so inputs were all nil and
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; no keys worked). Always cook the demo map + input. Keep both maps listed so
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; EditorStartupMap/GameDefaultMap selection stays flexible.
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+DirectoriesToAlwaysCook=/Game/Input
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+DirectoriesToAlwaysCook=/Game/Hollywood
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+DirectoriesToAlwaysCook=/Game/Test
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[/Script/EngineSettings.GameMapsSettings]
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; Temporary default while the demo map is being built; GameMapsSettings in
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; DefaultEngine.ini still names the game mode only.
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GameDefaultMap=/Game/Test/ReviewMap
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EditorStartupMap=/Game/Test/ReviewMap
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