Document gameplay input recovery
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@@ -9568,3 +9568,29 @@ Unreal Engine install status:
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corridors, 96 trees, 220 shrubs, and 420 grass clumps.
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corridors, 96 trees, 220 shrubs, and 420 grass clumps.
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- native placeholder mesh verifier passed for Agrarian mesh assets,
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- native placeholder mesh verifier passed for Agrarian mesh assets,
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Blueprint meshes, foliage meshes, and environment variation meshes.
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Blueprint meshes, foliage meshes, and environment variation meshes.
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## Gameplay Input Recovery - 2026-05-21
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- Pulled latest game repo changes from Gitea before work:
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`40f7b7e` included a character proxy material update from another device.
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- Investigated broken gameplay controls after the MVP frontend/character
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selection flow. Blueprint defaults still had the expected Enhanced Input
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contexts and action references assigned:
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`/Game/Input/IMC_Default`, `/Game/Input/IMC_MouseLook`, and the move, look,
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jump, interact, sprint, crouch, prone, and camera-toggle input actions.
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- Root cause: the frontend presentation path stacked multiple
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`SetIgnoreMoveInput(true)` / `SetIgnoreLookInput(true)` calls during startup
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and menu display, then only partially unwound them when entering gameplay.
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That could leave movement, look, sprint, crouch, prone, and other controls
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ignored after the menu disappeared.
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- Updated `AAgrarianGamePlayerController` so frontend activation only pushes
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ignore input once per active frontend session, and frontend completion uses
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`ResetIgnoreMoveInput()` / `ResetIgnoreLookInput()` before returning to
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`FInputModeGameOnly`.
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- Added `ApplyDefaultInputMappingContexts()` and call it during controller
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setup and frontend completion so gameplay reasserts the default Enhanced
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Input mapping contexts after the UI flow closes.
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- Verification:
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- inspected Blueprint defaults through Unreal Python in headless editor.
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- Linux editor build passed:
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`AgrarianGameEditor Linux Development`.
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