Session debug fusil : équipement, visée, main gauche, MetaHuman
- B équipe Arme 1 sans présélection (ToggleQuickEquip) ; suppression du Debug Key B du Mover qui faisait tourner Weapon/isArmed. - Overlay AST : BP_GameInstance implémente BPI_ASTGI (DA_QuickSetupSettings restauré avec ses poses), IA_Aim appelle BPC_StateManager::SetInputAim, OverlayGraph lit l'état d'overlay du StateManager à l'init. - Main gauche : os virtuels hand_r/ik_hand_l ajoutés au squelette, socket Rifle recalé sur le socket SMG d'AST, IK main gauche sur le VB avec offset vers le haut du garde-main. - MetaHuman : goals mains + LimbSolvers dans IK_MetaHuman_test, mains calées sur le mannequin (BlendToSource) et doigts en OneToOne + pose alignée dans RTG_UEFN_to_MetaHuman_test. - ANS_WeaponTransformCorrection : garde IsValid (plus d'Accessed None sans l'inventaire AST). - Stuff de test : Initial Items (fusil, chargeur, 60 munitions) sur Inventory_Player du Mover. - Ajout du portage AST jamais commité (StateManager, ASTShared, Cover, Interaction, L_ASTCoverTest) ; ~1300 anims UEFN ré-enregistrées par l'ajout des os virtuels. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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