Files
planet/ue_client/Source/PlanetClient/PlanetGameMode.h
linkong 1e6f4b338b feat: add UE5 LED display client — backend API, C++ source, stereo framework
Backend:
- Add /api/v1/ue/* endpoints (compute-points, cables, landing-points, satellites, status)
  returning flat JSON optimised for UE5 C++ parsing

UE5 client (ue_client/):
- PlanetDataManager: HTTP fetch + local mock JSON loader, spawns ComputePointActors
- ComputePointActor / InteractiveObjectBase: hover/select state, material switching
- GlobeInteractionComponent: drag-to-rotate via CesiumGeoreference origin shift, inertia, zoom
- StereoRenderingManager: runtime SbS/TbB stereo toggle, IPD control (format TBD)
- MotionCaptureInterface: protocol-agnostic gesture/rotate/zoom delegate interface (impl TBD)
- PlanetPlayerController: unified mouse + motion-capture input routing
- PlanetGameMode, Build.cs, Config, mock data

Docs:
- ue5_mvp_fused_plan.md updated to v3.0 for LED display context
- ue_client_setup_guide.md: step-by-step editor setup guide
- ue_todo.md: pending items blocked on vendor answers (stereo format + mocap protocol)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-14 18:39:05 +08:00

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#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "Kismet/GameplayStatics.h"
#include "PlanetGameMode.generated.h"
/**
* APlanetGameMode
*
* 场景入口。BeginPlay 时自动生成 StereoRenderingManager。
*
* 编辑器操作(步骤见 ue_client_setup_guide.md:
* 1. World Settings → Game Mode Override → PlanetGameMode
* 2. World Settings → Default Pawn Class → CesiumDynamicPawn
*/
UCLASS()
class PLANETCLIENT_API APlanetGameMode : public AGameModeBase
{
GENERATED_BODY()
public:
APlanetGameMode();
protected:
virtual void BeginPlay() override;
};