IMC_QFG1 rebuilt in C++ (0 entries) -- AQFGHeroCharacter::ConfigureMappingContext rebuilt the input context with zero key bindings because BP_QFGHero overrides the C++ defaults for MoveAction / LookAction / SprintAction / InteractAction / RightClickAction to None, leaving every if (MoveAction) guard short-circuited. Autoloop has shipped commit W42-T59: the IA_* actions are now defensively loaded by LoadObject in AddDefaultMappingContext -- BP overrides can't starve them anymore. Needs a one-click C++ recompile to take effect.QFGRemaster.uproject and accept the "Build" prompt. Takes ~60s for a clean rebuild.QFGHero: IMC_QFG1 rebuilt in C++ (5 entries) [Move=OK Look=OK Sprint=OK Interact=OK RClick=OK]NULL, copy-paste the whole log line back to me.WBP_VerbCoin) and all helpers are wired. The level just needs ONE hotspot actor for the player to right-click. The autoloop can ship the BP graph wiring next sprint, but it cannot drag an actor into a .umap.Content/QFG1/Maps/L_QFG1_TownGate from the Content Browser.Content/QFG1/Blueprints/NPCs/BP_NPC_Base.BP_NPC_Base from the Content Browser into the level viewport, near the gate (somewhere in front of the spawn point).SheriffDT_BackgroundIndex is wired and QFGBackgroundHelper can look up the asset path. We just need a 320×200 Sierra screenshot imported as a Texture2D for ONE room -- and there's instant visual feedback in PIE.PIC.000 from your QFG1 install. AGD Interactive's remake is a clean source.sci_companion which exports SCI views as PNG.Content/QFG1/Textures/ → right-click → Import → select the PNG. Name it T_TownGate_BG.BP_QFGRoomManager in the Blueprints folder.T_TownGate_BG. (The autoloop can ship a helper for this if you tell it to.)Tjono/QFGRemaster repo and rebuilds on every push to main. The docs/_redirects file forwards the root URL to /progress/. The GH-Pages workflow at .github/workflows/pages.yml stays harmlessly in place in case the repo ever goes public or upgrades to Pro.main · Output directory: docs.*.pages.dev URL for one-click access from anywhere.fix_gamemode_pawn no-op (already correct), fix_level_default_pawn no-op (none placed), fix_hero_mesh assigned SkeletalCube to CharacterMesh0, diagnose_hero confirmed BP_QFGHero_C with CharacterMesh0: mesh=SkeletalCube. PIE starts and the hero spawns. But WASD/camera don't respond -- separate input-binding bug, see T1B.import g1_one_shot; g1_one_shot.run().import g1_one_shot; g1_one_shot.run()
Then press Play. That ships G1, after which the autoloop carries G2-G4 most of the way.