From 021aa5612145f30277623ed36fb93212ca0185b3 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Mon, 9 Nov 2026 15:42:22 +0100 Subject: [PATCH] test(vehicle): the pawn is the culprit, the meshes are fine Decisive experiment: the same SM_Vehicle_Body staged as a plain StaticMeshActor 5.5 m from the pawn renders, while the panels attached to the vehicle pawn do not - with visible=1, the right mesh name, a 238 cm extent, MarkRenderStateDirty() and UpdateBounds() all in place. The asset and its material are fine; the pawn's component hierarchy is what keeps them out of the renderer. So the car is now staged as nine plain StaticMeshActors (body, glass, front/rear lights, mirrors, four wheels) alongside the physics pawn: visible, and not yet attached to the driving pawn. A visible car that does not drive yet beats an invisible one that does. Two defects found by the tools while chasing this, both fixed: the demo builder staged the vehicle twice per run (the scene audit caught the duplicate label), and clear() could leave actors behind, so it now repeats until nothing is removed. --- Game/GigLine/Content/Hollywood/DemoMap.umap | 4 +- .../Content/Hollywood/Site/M_Asphalt.uasset | 2 +- .../Content/Hollywood/Site/M_Concrete.uasset | 2 +- .../Hollywood/Site/M_FacadeBanner.uasset | 2 +- .../Hollywood/Site/M_FacadeGlass.uasset | 2 +- .../Hollywood/Site/M_FacadeStone.uasset | 2 +- .../Hollywood/Site/M_FacadeStoneShadow.uasset | 2 +- .../Content/Hollywood/Site/M_Ground.uasset | 2 +- .../Hollywood/Site/M_KerbConcrete.uasset | 2 +- .../Content/Hollywood/Site/M_RoadPaint.uasset | 2 +- .../Content/Hollywood/Site/M_Stucco.uasset | 2 +- .../Content/Hollywood/Site/Terrain_DEM.uasset | 2 +- .../Hollywood/Textures/T_Asphalt_BC.uasset | 2 +- .../Hollywood/Textures/T_Asphalt_R.uasset | 2 +- .../Hollywood/Textures/T_Concrete_BC.uasset | 2 +- .../Hollywood/Textures/T_Concrete_R.uasset | 2 +- .../Textures/T_StoneAshlar_BC.uasset | 2 +- .../Hollywood/Textures/T_StoneAshlar_R.uasset | 2 +- .../Hollywood/Textures/T_Stucco_BC.uasset | 2 +- .../Hollywood/Textures/T_Stucco_R.uasset | 2 +- .../Theatre/SM_Trim_BladeSign.uasset | 2 +- .../Theatre/SM_Trim_BladeSignBracket.uasset | 2 +- .../Theatre/SM_Trim_BladeSignFrame.uasset | 2 +- .../Theatre/SM_Trim_MarqueeCanopy.uasset | 2 +- .../Theatre/SM_Trim_MarqueeFascia.uasset | 2 +- .../Theatre/SM_Trim_MarqueeSoffit.uasset | 2 +- Game/GigLine/Content/Test/ReviewMap.umap | 2 +- Screenshots/demo/review-demo-crossing.png | 4 +- .../demo/review-demo-north-buildings.png | 4 +- .../demo/review-demo-retail-frontage.png | 4 +- Screenshots/demo/review-demo-spawn-view.png | 4 +- Screenshots/demo/review-demo-street-level.png | 4 +- .../demo/review-demo-third-person-front.png | 4 +- .../demo/review-demo-third-person-walk.png | 4 +- Screenshots/demo/review-demo-third-person.png | 4 +- Screenshots/demo/review-demo-vehicle.png | 4 +- Tools/ue_build_demo_map.py | 56 +++++++++++++++---- 37 files changed, 92 insertions(+), 56 deletions(-) diff --git a/Game/GigLine/Content/Hollywood/DemoMap.umap b/Game/GigLine/Content/Hollywood/DemoMap.umap index b8b0d17..8062b75 100644 --- a/Game/GigLine/Content/Hollywood/DemoMap.umap +++ b/Game/GigLine/Content/Hollywood/DemoMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b6429c59842bae99dd567d7b41d18cd5031f5e3cd24d864ba196d3eaa0a9e2c4 -size 784855 +oid sha256:404e12a156688d7b2015c949747f99950875f1e41b82024dd70f71ffe51aef20 +size 797320 diff --git a/Game/GigLine/Content/Hollywood/Site/M_Asphalt.uasset b/Game/GigLine/Content/Hollywood/Site/M_Asphalt.uasset index 6acb60e..68d40fe 100644 --- a/Game/GigLine/Content/Hollywood/Site/M_Asphalt.uasset +++ b/Game/GigLine/Content/Hollywood/Site/M_Asphalt.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid 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a/Screenshots/demo/review-demo-third-person.png b/Screenshots/demo/review-demo-third-person.png index 62ca9dd..3951593 100644 --- a/Screenshots/demo/review-demo-third-person.png +++ b/Screenshots/demo/review-demo-third-person.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:21ace959bee227e907266ed81adb4d897a6b25d07117d62ebf05a21160c82fb3 -size 2974253 +oid sha256:718ba8241f65a9018d9e14109981426b6efb54067b839d39b1f99adbfed06087 +size 2974379 diff --git a/Screenshots/demo/review-demo-vehicle.png b/Screenshots/demo/review-demo-vehicle.png index 6c22872..7c6067a 100644 --- a/Screenshots/demo/review-demo-vehicle.png +++ b/Screenshots/demo/review-demo-vehicle.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0867a0cabd88b00dbcd8d8f80caff418351f3f9d7cbb671e798284c42969da12 -size 3051597 +oid sha256:5de5fead4633cfbb0bf48bb930981a681aa7495a4818cb6d6cd8a9b3f9ef37fb +size 3048456 diff --git a/Tools/ue_build_demo_map.py b/Tools/ue_build_demo_map.py index f796fcf..afc5767 100644 --- a/Tools/ue_build_demo_map.py +++ b/Tools/ue_build_demo_map.py @@ -305,8 +305,16 @@ def build(): log(f"could not create {MAP}") return - removed = clear(("Demo_", "PlayerStart", "Hero_Facade", "Frontage_", "RetailTrim_", - "ShotSequencer")) + # Repeat until nothing is left: destroying actors while iterating a snapshot can miss + # some, which is how two Demo_Vehicle_Sedan actors survived into a saved map and the + # scene audit failed on a duplicate label. + removed = 0 + for _ in range(4): + pass_removed = clear(("Demo_", "PlayerStart", "Hero_Facade", "Frontage_", + "RetailTrim_", "ShotSequencer")) + removed += pass_removed + if pass_removed == 0: + break log(f"cleared {removed} previous demo actors") # --- lighting: fixed daytime ------------------------------------------ @@ -647,20 +655,48 @@ def build(): unreal.Rotator(pitch=0.0, yaw=90.0, roll=0.0)) log("staged: Demo_PlayerStart on the cut north sidewalk, facing south (+Y)") - # The drivable sedan, parked on the carriageway east of the spawn so a review camera - # can frame both. Collision and mass come from PA_Vehicle_Sedan; AGigLineVehicle - # configures the Chaos wheels from the modelled dimensions. + # --- vehicle --------------------------------------------------------- + # The physics pawn and the visible panels are staged as two things on purpose: the + # probe showed the meshes render as plain StaticMeshActors while the same meshes + # attached to the vehicle pawn stay invisible, so the visuals do not depend on the + # pawn until that is solved. A visible car that does not drive yet beats an invisible + # one that does. + vehicle_origin = unreal.Vector(-12950.0, -900.0, 470.0) + vehicle_class = unreal.load_class(None, "/Script/GigLine.GigLineVehicle") if vehicle_class: - # Spawn ON the road: a downward trace measured the surface at Z 366 cm there, so - # the previous Z 120 spawn buried the car 2.5 m inside the ground - which is why - # it was invisible in the capture while its shadow still fell on the surface. - vehicle = spawn(vehicle_class, unreal.Vector(-12950.0, -900.0, 470.0), - "Demo_Vehicle_Sedan") + vehicle = spawn(vehicle_class, vehicle_origin, "Demo_Vehicle_Sedan") log(f"staged: Demo_Vehicle_Sedan ({'ok' if vehicle else 'FAILED'})") else: log("staged: Demo_Vehicle_Sedan skipped - class not found") + panels = ( + ("SM_Vehicle_Body", unreal.Vector(0.0, 0.0, -72.0)), + ("SM_Vehicle_Glass", unreal.Vector(0.0, 0.0, -72.0)), + ("SM_Vehicle_Light_Front", unreal.Vector(0.0, 0.0, -72.0)), + ("SM_Vehicle_Light_Rear", unreal.Vector(0.0, 0.0, -72.0)), + ("SM_Vehicle_Mirrors", unreal.Vector(0.0, 0.0, -72.0)), + ("SM_Vehicle_Wheel", unreal.Vector(139.0, 81.0, -88.0)), + ("SM_Vehicle_Wheel", unreal.Vector(139.0, -81.0, -88.0)), + ("SM_Vehicle_Wheel", unreal.Vector(-139.0, 81.0, -88.0)), + ("SM_Vehicle_Wheel", unreal.Vector(-139.0, -81.0, -88.0)), + ) + staged_panels = 0 + for index, (mesh_name, offset) in enumerate(panels): + mesh = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Vehicle/{mesh_name}") + if not mesh: + log(f"vehicle panel {mesh_name}: MISSING") + continue + actor = spawn(unreal.StaticMeshActor, vehicle_origin + offset, + f"Demo_VehiclePanel_{index:02d}") + if actor: + comp = actor.get_component_by_class(unreal.StaticMeshComponent) + if comp: + comp.set_static_mesh(mesh) + comp.set_mobility(unreal.ComponentMobility.MOVABLE) + staged_panels += 1 + log(f"staged: {staged_panels} Demo_VehiclePanel actors (plain static meshes)") + # A lockable LFS .umap checks out read-only, which makes save_map silently # return False — chmod u+w first or the staged actors never persist. umap = os.path.join(unreal.Paths.project_dir(), MAP.replace("/Game/", "Content/") + ".umap")