- AGigLineShotActor (dev-only): walks a fixed camera list in -game mode, captures via FScreenshotRequest, quits. Test content only. - ue_build_review_map.py builds /Game/Test/ReviewMap from current content (gray floor, key light, sky, MPFB character, 1 m scale cubes). - render_screenshots.sh: build map -> run game -> collect PNGs into gitignored Screenshots/. - Screenshots/README.md (committed) describes each capture with approval state; AGENTS.md gains the visual-review instructions.
61 lines
1.7 KiB
C++
61 lines
1.7 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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/** 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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/** 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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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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