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.
13 lines
553 B
Bash
Executable File
13 lines
553 B
Bash
Executable File
#!/bin/bash
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# Open the Unreal editor focused on the walkable demo so you can press Play (PIE)
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# to compare in-editor input intake vs the packaged standalone build.
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#
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# Usage: Tools/run_pie.sh
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# Then in the editor: press the green Play button (Alt+P or the PIE toolbar).
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set -e
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ENGINE="${UE_ENGINE:-/run/media/system/DATA/Engines/UE_5.8.4}"
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PROJ="$(cd "$(dirname "$0")/.." && pwd)/Game/GigLine/GigLine.uproject"
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echo "Opening $PROJ on /Game/Hollywood/DemoMap ..."
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cd "$ENGINE"
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exec "./Engine/Binaries/Linux/UnrealEditor" "$PROJ" /Game/Hollywood/DemoMap
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