Commit Graph

4 Commits

Author SHA1 Message Date
Joshua Deville
6af5407788 Fix chase camera parenting; add reference markers to test level
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.
2026-07-08 15:17:48 -04:00
Joshua Deville
e0fd4c28a7 Add basic lighting to L_TestFlight
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.
2026-07-08 15:13:38 -04:00
Joshua Deville
987f4cc0ef Add placeholder ship pawn Blueprint
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.
2026-07-08 15:01:28 -04:00
Joshua Deville
496320cc8c Add empty test level and Unreal MCP tooling
- L_TestFlight: empty, zero-gravity level for Phase 0 flight testing,
  set as editor/game default map.
- Enable UnrealMCPython + Python Editor Script Plugin, third-party
  MCP plugin (GenOrca/unreal-mcp v2.2.0) giving direct editor control
  (actors, blueprints, levels, materials, etc.) alongside Epic's
  built-in Unreal MCP plugin.
- Vendor the mcp-server Python source used to bridge to the plugin.
- .mcp.json intentionally gitignored (machine-specific absolute paths).
2026-07-08 14:56:57 -04:00