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Feat/plugin only layout - #65

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Bvallon-sl wants to merge 3 commits into
v5.5.0from
feat/plugin-only-layout
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Feat/plugin only layout#65
Bvallon-sl wants to merge 3 commits into
v5.5.0from
feat/plugin-only-layout

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@Bvallon-sl

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- All sample levels, blueprints and assets now live under /Stereolabs/Samples:
  the plugin is a self-contained drop-in, nothing is left in the project Content
- Project source reduced to an empty stub module; unused GameMode and dead
  editor-module wiring removed
- Legacy AR/VR-era config purged; the plugin ships its recommended
  DefaultEngine/DefaultInput/DefaultGame inis and copies them into a host
  project when they are missing
- Sample maps are cooked into packaged builds (MapsToCook +
  DirectoriesToAlwaysCook)
- Content saved with UE 5.4 so it loads on UE 5.4 to 5.8, including a
  5.4-compatible BP_BodyTracking_Visualizer
- RunUAT BuildPlugin now works: Category specifiers added to all
  Blueprint-exposed properties and functions, resilient sl_zed_c.dll copy
- Removed broken or orphaned assets (MotionControllers,
  BP_SpatialMapping_Mesh_Customizable, stale SpatialMapping duplicates)
- Place a BP_ZEDCamera actor directly in the level and author all camera
  parameters on it; the actor transform defines the initial camera pose
- The ZED player controller adopts a placed camera (new CameraClass
  property) and only spawns a default one at the world origin as fallback;
  a placed pawn keeps priority for the start pose
- Load/Save/Reset config buttons moved to the camera details panel and now
  also work in the level editor, outside PIE
- AZEDInitializer, BP_ZED_Initializer and their editor customization are
  removed; all sample maps place a configured BP_ZEDCamera instead
- Reconnection now restores the last tracked pose even when parameters are
  loaded from the config files
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