The shot actor can now photograph a moving pawn: a per-shot ShotFollow flag re-places the camera every frame at a fixed offset in the pawn's frame, and the walk is driven per shot (SetReviewWalk) with the pawn returned to spawn after a follow shot, so the fixed-camera shots later in the list still find it in place. With that, the capture stopped depending on where a 4.5 m/s pawn happened to be. Two further bugs fixed on the way: - the engine's screenshot folder is cleared before each run. The collect step copies every review-*.png it finds in Saved/, so a shot retired from the camera list kept reappearing with byte-identical content from an older run - which is how a walk shot that was never captured looked like a captured one. - UpdateBodyAnimation no longer calls SetAnimation every frame. Re-setting the same clip restarts it, which freezes the body on frame 0. What the deterministic capture then exposed: the walk clip is applied but does not advance - every walking frame shows the same pose (arms forward, legs together). The stride shot is retired again rather than shipped, and TODO.md names the next step: log GetCurrentAssetTime across frames and check the imported PlayRate. The harness stays wired for when the clip plays. Shots 6 and 7 were re-rendered after these changes and still pass; 7/7 verify.
86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "GigLineShotActor.generated.h"
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/**
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* Dev-only helper for the visual-review screenshot pipeline.
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*
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* Placed in the review map by Tools/ue_build_review_map.py. In -game mode it
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* walks a fixed list of camera setups, sets the view target to a spawned
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* CameraActor for each, requests a screenshot via FScreenshotRequest, and
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* quits the game when all shots are written. Lives in test content only;
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* the shipped game never references this map.
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*/
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UCLASS()
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class GIGLINE_API AGigLineShotActor : public AActor
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{
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GENERATED_BODY()
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public:
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AGigLineShotActor();
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virtual void BeginPlay() override;
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virtual void Tick(float DeltaSeconds) override;
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/** World-space locations for each shot camera. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FVector> ShotLocations;
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/** Rotations for each shot camera (same index as ShotLocations). */
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FRotator> ShotRotations;
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/** File name fragment for each shot (same index as ShotLocations). */
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FString> ShotNames;
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/**
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* Optional per-shot field of view (degrees), same index as ShotLocations.
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* Zero or missing entries keep the engine default (90 deg). Elevation shots
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* taken from across the street need a long lens: a level camera 45 m out with
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* the default FOV leaves the building small in frame, and tilting it up to fill
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* the frame is what breaks the verticals.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<float> ShotFieldOfView;
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/** Seconds to let the view target settle before the capture. Resolution comes from the runner's -ResX/-ResY. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float SettleSeconds = 0.35f;
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/**
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* Optional per-shot "follow the player" flag, same index as ShotLocations.
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*
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* A fixed camera cannot photograph a walking pawn: at 4.5 m/s it covers the
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* distance between two captures, so three attempts framed it at a different
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* distance each run and two missed it entirely. With this flag the camera is
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* re-placed every frame at a fixed offset in the pawn's frame, which is what
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* makes a stride shot deterministic.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<bool> ShotFollow;
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/** Quit the game after the last shot (disable to keep the game open). */
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bQuitWhenDone = true;
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private:
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void NextShot();
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/** Re-places the active camera at the follow offset behind the player pawn. */
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void UpdateFollowCamera();
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UPROPERTY()
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TObjectPtr<class APlayerController> PlayerController;
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UPROPERTY()
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TObjectPtr<class ACameraActor> CurrentCamera;
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int32 CurrentShot = 0;
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float SettleCountdown = 0.f;
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bool bWaitingForSettle = false;
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bool bWaitingForScreenshot = false;
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};
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