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gig-line/Docs/Architecture/06_runtime_view.md
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zwitschi 5aa883eaff docs: convert all architecture .adoc sections to markdown, prettier-format all .md
- Converted 13 individual .adoc section files to .md via
  asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside
  the .adoc sources in Docs/Architecture/
- Rebuilt architecture.md from the individual section .md files
- Ran prettier --write on all .md in the repo (23 files changed):
  normalised table column alignment, trailing whitespace, line breaks
- Added .agents/ to .prettierignore (vendored third-party content)
- All .md now passes prettier --check
2026-11-08 13:33:44 +01:00

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Runtime View

Walk the block

  1. Player launches game → AGigLineGameModeBase spawns AGigLineCharacter at PlayerStart (-13336, -1150, 600).

  2. Character falls 144 cm to road surface (Z 456) and begins walking. StartLocation captured on first grounded frame.

  3. Player holds W → IA_Move fires → ApplyMove(1, 0) → AddMovementInput(ForwardVector, 1) → capsule moves at 450 cm/s.

  4. Mouse move → IA_Look fires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height).

  5. Player presses R → ResetToStart → teleport to StartLocation/StartRotation, StopMovementImmediately, reset control rotation.

  6. Player presses Escape → TogglePause → SetPause(true), switch to FInputModeUIOnly, show cursor. World timers stop; core tickers continue.

  7. Player presses Escape again → TogglePause → SetPause(false), switch to FInputModeGameOnly, hide cursor.

Screenshot capture

  1. Tools/render_screenshots.sh compiles editor, builds ReviewMap from Tools/ue_build_review_map.py, launches game in -game mode.

  2. AGigLineShotActor iterates the camera list, sets view, calls HighResShot 1280x720, waits for capture.

  3. On last camera, requests engine quit. PNGs are copied to Screenshots/ and committed.

QA self-test (-qaselftest)

  1. Core ticker starts at BeginPlay (not a world timer — world timers freeze on pause).

  2. 1.0 s: begin driving forward input.

  3. 3.0 s: stop, measure displacement (> 200 cm = PASS).

  4. 3.5 s: call ResetToStart.

  5. 4.0 s: measure distance from spawn (< 100 cm = PASS).

  6. 4.5 s: call TogglePause, check IsGamePaused() (= true = PASS).

  7. 5.5 s: call TogglePause, check IsGamePaused() (= false = PASS).

  8. 6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.

  9. 7.0 s: final verdict logged.

Build and import pipeline

  1. Blender headless (Tools/export_*.py) reads .blend files, applies metre→centimetre conversion, exports FBX with ue_metric_v1 preset.

  2. Unreal headless (Tools/ue_import_*.py) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles.

  3. Tools/ue_build_demo_map.py assembles DemoMap: creates/repositions actors, sets lighting, saves map and assets.