fix(hero): export smoothing groups; give the facade real collision
UE export hygiene (unreal-export skill checklist) plus a gameplay defect the new probe caught: - FBX export now uses mesh_smooth_type="FACE" (was OFF, which is why every import logged "No smoothing group information was found"), and the round parts are shaded with shade_smooth_by_angle(35 deg) before export, so columns and medallions read round instead of faceted. - SM_HeroFacade had complex-only collision, so capsule sweeps and line traces passed through the wall: the player could walk through the hero facade. auto_generate_collision was tried and rejected (coarse hulls bulged into the street; the QA wall probe went 0/35 -> 2/35). It now uses UseComplexAsSimple, saved on the asset, like the terrain. - New -qaselftest facade occlusion probe: 40 m traces sideways from the road centre at walking height, required only where a building is staged (explicit X spans mirroring ue_build_demo_map). Result 0/9 -> PASS, alongside transect 0 holes and wall probe 0/35. Docs: release-checks records the probe and both collision attempts; Tools/README lists the new phase; MEMORY records the smoothing/collision lessons.
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@@ -416,6 +416,81 @@ void AGigLineCharacter::StartQASelfTest()
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TEXT("GigLine QA: wall probe %d/%d traces with blocking hit inside 21 m -> %s"),
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Walls, WallSamples,
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Walls == 0 ? TEXT("PASS") : TEXT("FAIL"));
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// Facade occlusion probe: walkable street is only half the story —
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// the player must also NOT be able to walk through the buildings.
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// From the road centre, fire 40 m sideways at walking height toward
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// each frontage and require a blocking hit. A miss means the
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// building has no collision (or only non-blocking collision) and the
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// player would pass through the wall.
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// Expect a wall only where the map actually stages a building.
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// Spans below mirror the actors placed by Tools/ue_build_demo_map.py
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// (frontage + hero) and the two north buildings; update them if
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// that list changes. Gaps between buildings are legitimate misses.
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struct FSpan { float Min, Max; };
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static const FSpan SouthSpans[] = {
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{-24276.f, -17700.f}, // 6922
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{-17749.f, -14591.f}, // 6902
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{-14638.f, -12034.f}, // 6840 hero
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{-12082.f, -8210.f}, // 6838 El Capitan Theatre
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{-7854.f, -7252.f}, // 6822 Budget
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{-6608.f, -3307.f}, // 6806-6820
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{-3320.f, -1437.f}, // 6800 Lee Drug
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};
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static const FSpan NorthSpans[] = {
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{-27071.f, -22799.f}, // Madame Tussaud's
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{-22889.f, -18442.f}, // TCL Chinese Theatre
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};
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auto InSpans = [](const FSpan* Spans, int32 Count, float X)
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{
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for (int32 i = 0; i < Count; ++i)
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{
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if (X >= Spans[i].Min && X <= Spans[i].Max) { return true; }
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}
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return false;
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};
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int32 Facades = 0, FacadeSamples = 0;
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for (float X0 = -19000.0f; X0 <= -3000.0f; X0 += 2000.0f)
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{
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for (float Dir : {1.0f, -1.0f}) // +Y south frontage, -Y north side
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{
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const bool bExpectWall = (Dir > 0.0f)
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? InSpans(SouthSpans, UE_ARRAY_COUNT(SouthSpans), X0)
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: InSpans(NorthSpans, UE_ARRAY_COUNT(NorthSpans), X0);
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if (!bExpectWall)
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{
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continue;
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}
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FHitResult GroundHit2;
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FCollisionQueryParams GQ2(TEXT("GigLineFacadeGround"), false, this);
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if (!W->LineTraceSingleByChannel(GroundHit2,
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FVector(X0, 0.0f, 3000.f), FVector(X0, 0.0f, -1000.f),
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ECC_Visibility, GQ2))
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{
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continue;
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}
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const float ProbeZ2 = GroundHit2.ImpactPoint.Z + 160.f;
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FHitResult Hit2;
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FCollisionQueryParams Q2(TEXT("GigLineFacadeProbe"), false, this);
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const bool bHit2 = W->LineTraceSingleByChannel(Hit2,
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FVector(X0, 0.0f, ProbeZ2),
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FVector(X0, Dir * 4000.f, ProbeZ2),
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ECC_Visibility, Q2);
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++FacadeSamples;
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const bool bBlocking = bHit2 && Hit2.GetActor() != nullptr;
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if (!bBlocking)
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{
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++Facades;
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UE_LOG(LogTemp, Log,
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TEXT("GigLine QA: facade probe miss at X %.0f dir %.0f (no blocking hit in 40 m)"),
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X0, Dir);
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}
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}
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}
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UE_LOG(LogTemp, Log,
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TEXT("GigLine QA: facade probe %d/%d directions without a blocking wall -> %s"),
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Facades, FacadeSamples,
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Facades == 0 ? TEXT("PASS") : TEXT("FAIL"));
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}
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// 7.0: verdict, then stop ticking.
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