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gig-line/Tools/run_pie.sh
T
zwitschi 4832e66c00 fix(input): restore working controls + add input harness + build fixes
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.
2026-11-08 13:43:33 +01:00

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