Add interact input assets

This commit is contained in:
2026-05-14 00:08:45 +00:00
parent 7c85a6f91d
commit 744b3c35e2
7 changed files with 182 additions and 8 deletions
+9 -4
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@@ -125,15 +125,20 @@ Completed in version .01:
- [x] Added replicated wildlife base actor.
- [x] Built `AgrarianGameEditor Win64 Development` successfully on Windows-Builder.
- [x] Added a Codex headless Windows build lane through `/home/nathan/bin/agrarian-build-editor`.
- [x] Added a project-local Unreal Python execution wrapper for headless editor asset updates.
- [x] Installed VS 2022 Build Tools MSVC `14.44.35207` for Unreal 5.7 compatibility.
- [x] Fixed `AAgrarianDebugHUD` compile issue caused by `const` HUD helper methods calling non-const `AHUD::DrawText`.
- [x] Confirmed the project loads through Unreal Editor command mode and the default test map passes map check.
- [x] Created `IA_Interact` input action.
- [x] Bound `IA_Interact` to `E` and `Gamepad_FaceButton_Left`.
- [x] Assigned `IA_Interact` to the character Blueprint's `InteractAction`.
Open version .01 tasks:
- [ ] Confirm the project opens cleanly in Unreal Editor after the latest wildlife commit.
- [ ] Create `IA_Interact` input action.
- [ ] Bind `IA_Interact` to `E` and a gamepad button.
- [ ] Assign `IA_Interact` to the character Blueprint's `InteractAction`.
- [x] Confirm the project opens cleanly in Unreal Editor after the latest wildlife commit.
- [x] Create `IA_Interact` input action.
- [x] Bind `IA_Interact` to `E` and a gamepad button.
- [x] Assign `IA_Interact` to the character Blueprint's `InteractAction`.
- [ ] Create item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
- [ ] Create recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- [ ] Create Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
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@@ -0,0 +1,36 @@
@echo off
setlocal
set "PROJECT_DIR=%~dp0.."
set "PROJECT_FILE=%PROJECT_DIR%\AgrarianGame.uproject"
set "UE_ROOT=C:\Program Files\Epic Games\UE_5.7"
set "EDITOR_CMD=%UE_ROOT%\Engine\Binaries\Win64\UnrealEditor-Cmd.exe"
if "%~1"=="" (
echo Usage: %~nx0 ScriptRelativeOrAbsolutePath
exit /b 2
)
set "PYTHON_SCRIPT=%~f1"
if not exist "%PYTHON_SCRIPT%" set "PYTHON_SCRIPT=%PROJECT_DIR%\%~1"
if not exist "%EDITOR_CMD%" (
echo UnrealEditor-Cmd.exe was not found at:
echo %EDITOR_CMD%
exit /b 1
)
if not exist "%PROJECT_FILE%" (
echo Project file was not found at:
echo %PROJECT_FILE%
exit /b 1
)
if not exist "%PYTHON_SCRIPT%" (
echo Python script was not found at:
echo %PYTHON_SCRIPT%
exit /b 1
)
call "%EDITOR_CMD%" "%PROJECT_FILE%" -ExecutePythonScript="%PYTHON_SCRIPT%" -unattended -nop4 -nosplash -NullRHI -stdout -FullStdOutLogOutput -log="%PROJECT_DIR%\Saved\Logs\CodexPython.log"
exit /b %ERRORLEVEL%
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import unreal
def load(path):
asset = unreal.EditorAssetLibrary.load_asset(path)
if not asset:
raise RuntimeError(f"Could not load {path}")
return asset
def create_input_action(path):
existing = unreal.EditorAssetLibrary.load_asset(path)
if existing:
return existing
template_path = "/Game/Input/Actions/IA_Jump"
template = unreal.EditorAssetLibrary.load_asset(template_path)
if not template:
raise RuntimeError(f"Could not load input action template {template_path}")
action = unreal.EditorAssetLibrary.duplicate_asset(template_path, path)
if not action:
raise RuntimeError(f"Could not create {path}")
return action
def set_boolean_value_type(action):
# UE exposes this enum as BOOLEAN in Python for Enhanced Input actions.
action.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
try:
action.set_editor_property("triggers", [])
except Exception as exc:
unreal.log_warning(f"Could not clear IA_Interact triggers; keeping template defaults: {exc}")
unreal.EditorAssetLibrary.save_loaded_asset(action)
def mapping_exists(context, action, key_name):
mapping_data = context.get_editor_property("default_key_mappings")
mappings = list(mapping_data.get_editor_property("mappings"))
for mapping in mappings:
mapping_key = mapping.get_editor_property("key")
if (
mapping.get_editor_property("action") == action
and str(mapping_key.get_editor_property("key_name")) == key_name
):
return True
return False
def map_key(context, action, key_name):
if mapping_exists(context, action, key_name):
unreal.log(f"Mapping already exists: {action.get_name()} -> {key_name}")
return
key = unreal.Key()
key.set_editor_property("key_name", key_name)
mapping_data = context.get_editor_property("default_key_mappings")
mappings = list(mapping_data.get_editor_property("mappings"))
new_mapping = unreal.EnhancedActionKeyMapping()
new_mapping.set_editor_property("action", action)
new_mapping.set_editor_property("key", key)
mappings.append(new_mapping)
mapping_data.set_editor_property("mappings", mappings)
context.set_editor_property("default_key_mappings", mapping_data)
unreal.log(f"Added mapping: {action.get_name()} -> {key_name}")
def main():
interact_action = create_input_action("/Game/Input/Actions/IA_Interact")
set_boolean_value_type(interact_action)
context = load("/Game/Input/IMC_Default")
map_key(context, interact_action, "E")
map_key(context, interact_action, "Gamepad_FaceButton_Left")
unreal.EditorAssetLibrary.save_loaded_asset(context)
character_bp = load("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")
character_cdo = unreal.get_default_object(character_bp.generated_class())
character_cdo.set_editor_property("InteractAction", interact_action)
unreal.EditorAssetLibrary.save_loaded_asset(character_bp)
unreal.log("Agrarian interact input setup complete.")
main()
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import unreal
def load(path):
asset = unreal.EditorAssetLibrary.load_asset(path)
if not asset:
raise RuntimeError(f"Could not load {path}")
return asset
def mapping_found(context, action, key_name):
mapping_data = context.get_editor_property("default_key_mappings")
for mapping in list(mapping_data.get_editor_property("mappings")):
mapping_key = mapping.get_editor_property("key")
if (
mapping.get_editor_property("action") == action
and str(mapping_key.get_editor_property("key_name")) == key_name
):
return True
return False
def main():
action = load("/Game/Input/Actions/IA_Interact")
context = load("/Game/Input/IMC_Default")
character_bp = load("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")
character_cdo = unreal.get_default_object(character_bp.generated_class())
missing = []
for key_name in ["E", "Gamepad_FaceButton_Left"]:
if not mapping_found(context, action, key_name):
missing.append(f"missing mapping {key_name}")
assigned_action = character_cdo.get_editor_property("InteractAction")
if assigned_action != action:
missing.append("BP_ThirdPersonCharacter InteractAction is not IA_Interact")
if missing:
raise RuntimeError("Interact input verification failed: " + "; ".join(missing))
unreal.log("Agrarian interact input verification complete.")
main()