Feat/plugin only layout - #65
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Bvallon-sl
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Aug 26, 2026
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- remove sl_mr_core dep
- Move all samples into the Stereolabs plugin, the plugin is now self-contained.
- Replace BP_ZED_Initializer with a scene-placed ZED camera. Place a BP_ZEDCamera actor directly in the level and author all camera parameters on it.
- 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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