Added a landing zone as a region of the existing test level (at
X=8000) rather than a separate level/L_Landing01 -- avoids needing
level-streaming and cross-level pawn-transfer machinery that Phase 1
doesn't need yet. Ground platform (scaled plane), 3 scattered rock
obstacles, and a flat landing pad marker disc.
DamageHull and RepairHull custom events (this MCP plugin's Blueprint
graph builder can't author formal parameterized Functions yet, only
CustomEvents, so amounts are fixed rather than passed in):
- DamageHull: Hull -= 10, clamped to 0.
- RepairHull: if StorageAmount > 0, consumes 1 storage and restores
20 hull (clamped to MaxHull); otherwise no-ops.
Bound to H/R test keys with on-screen PrintString feedback, since
there's no HUD yet to show the actual Hull/Storage values.
No real damage trigger (e.g. collision) wired up yet -- nothing to
collide with in the level yet. Smoke-tested in PIE: no runtime
errors.
CameraBoom was parented to ShipMesh, which is rotated 90deg to point
the placeholder cone forward -- the camera inherited that rotation,
producing a badly skewed near-edge-on view. Reparented CameraBoom to
the actor root instead, so its pitch is relative to actor-forward,
not the mesh's cosmetic rotation.
Also added 5 marker cubes around the spawn point: the level was
completely empty, so with a rigidly-attached chase camera, forward/
backward translation had zero visual reference and could look like
nothing was happening even if movement was working correctly.
The level had zero actors besides the ship, so it rendered fully
black (no directional light, no sky light). Added a DirectionalLight
and a real-time-capture SkyLight so the placeholder ship is actually
visible during PIE testing.
W/S thrust forward/back, A/D yaw left/right, via direct key-binding
(InputKey nodes) rather than Enhanced Input -- this MCP plugin's
Blueprint graph builder doesn't support authoring Enhanced Input
Action nodes yet, only raw key events. Tick applies ThrustAxis/
YawAxis each frame via AddMovementInput/AddActorLocalRotation.
Bumped FloatingPawnMovement Max Speed/Acceleration for a snappier
placeholder feel. Smoke-tested in PIE: no runtime errors.
BP_ShipPawn: cone mesh, FloatingPawnMovement for gravity-free flight,
spring-arm chase camera. Placed in L_TestFlight and set to
auto-possess Player 0 for PIE testing. No input wiring yet.