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.
9 lines
168 B
C++
9 lines
168 B
C++
#include "GigLineGameModeBase.h"
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#include "GigLineCharacter.h"
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AGigLineGameModeBase::AGigLineGameModeBase()
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{
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DefaultPawnClass = AGigLineCharacter::StaticClass();
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}
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