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.
Screenshots — visual review
Rendered in-game captures of the current project content, generated by
Tools/render_screenshots.sh. The PNGs in
this folder are never committed (.gitignore excludes everything here
except this README) — they exist on disk so a human can review the game's
appearance after every change that could affect it. The ![...] embeds below
resolve locally next to this file.
How to regenerate
Tools/render_screenshots.sh
This rebuilds Game/GigLine/Content/Test/ReviewMap.umap from the current
content (floor, key light, sky, MPFB character, the three 1 m scale cubes),
runs the game on it in -game mode, lets AGigLineShotActor walk its fixed
camera list and capture, and copies the PNGs here. Takes about a minute.
Each screenshot is embedded below with its description and approval state. After reviewing, tick the approval checkbox so agents know whether the look is accepted or needs work.
review-00-overview.png — generated 2026-11-07, approval: ☐ pending
Wide shot from the south-west, elevated. The review scene as a whole: character at origin, three 1 m calibration cubes in a row at 4 m north, gray floor, one key light plus fill sky.
review-01-character.png — generated 2026-11-07, approval: ☐ pending
Medium shot, eye height, from the south. The MPFB-generated character with its baked skin material and A-pose bind.
review-02-scale-cubes.png — generated 2026-11-07, approval: ☐ pending
Close three-quarter view of the cube row. Each cube is exactly 1 m — use it to judge scale against the character.
review-03-first-person.png — generated 2026-11-07, approval: ☐ pending
New shot for the first-person player work. Camera is at 165 cm — the player's eye height — looking from behind and slightly south-east of the spawn point. It shows where the player lands (the character stands at origin, which is also the default spawn) and how the capsule/camera relate to the 1 m cubes.
What changed in the game since the last review: the project now has a
first-person AGigLineCharacter (1.75 m capsule, 1.60 m eye camera, 4 m/s
walk, Enhanced Input with WASD + mouse look + jump) wired as the default pawn
by AGigLineGameModeBase. Nothing visible from these cameras should differ:
the review map spawns its own pawn-free staging, so this shot is the reference
for the new pawn's position and eye height, not of the pawn itself.
Not shown, needs a human check: walking, mouse look and jump can only be
judged interactively. Launch the editor, press Play on Test/ReviewMap, and
confirm W/A/S/D move in the expected directions, the mouse looks around with no
acceleration, and Space jumps once per press.
What to look for
- Character: proportions, bind pose, skin material readability.
- Scale cubes: each is exactly 1 m — use them to sanity-check anything whose size looks off.
- Lighting: one warm key light and fill sky; this is the temporary review
rig, not the
0.1.0daytime look.
Known cosmetic issues in the review scene
- The gray floor material renders with a speckled pattern instead of flat
gray — suspect the
Constant3Vectorwiring inTools/ue_build_review_map.py. Cosmetic only; the floor exists so shadows and scale read correctly. - The horizon shows a black band below the sky atmosphere (no distant ground plane). Expected in the empty review scene.
Conventions
review-NN-name.pngnames are produced byAGigLineShotActor(Game/GigLine/Source/GigLine/GigLineShotActor.h); the camera list lives inTools/ue_build_review_map.py.- Add or adjust shots there when new content needs review, then update this README's table in the same change.
- Agents: see the Visual review section in
AGENTS.md.



