feat(site): slice the ground into 20 m segments - and the slice hypothesis dies with them
The site exporter now splits sidewalks and kerbs into ~20 m pieces (SEGMENTED / SEGMENT_M in Art/blender/site/export_site_fbx.py), 56 slices in all, so each has a bounding box that means something where it stands instead of reporting the highest point on a 279 m slope. They import and stage (63 site meshes in the demo map). The hypothesis behind it is dead, and that is the useful part: with the invisible sidewalk stopgap retired, the player now falls to Road_Hollywood at 366 - the slices do not block either. So the 279 m aspect ratio was never the cause; a 20 m slice of the same mesh fails identically. The sidewalk geometry itself is what does not collide, and the next place to look is its shape - an open surface with no volume, inverted winding or zero-thickness triangles - not the import flags and not the size. The stopgap retirement stands: the player walks on the road, which is real geometry that does collide, rather than on an invisible ledge.
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@@ -107,8 +107,11 @@ def main():
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if stem == "Crossing_Markings":
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import_fbx(path, stem, "none")
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continue
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collision = "complex" if stem in ("Terrain_DEM", "Road_Hollywood",
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"Sidewalk_South", "Sidewalk_North") else "simple"
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# Segmented ground surfaces keep their names with a numeric suffix; both the base
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# names and the slices want the same walkable collision.
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walkable = ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
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"Kerb_South", "Kerb_North")
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collision = "complex" if any(stem.startswith(w) for w in walkable) else "simple"
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import_fbx(path, stem, collision)
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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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