refactor(kit): SM_ asset naming and topology validation per the modeling checklist
- Kit pieces export as SM_Kit_* (Unreal static-mesh convention) while the Blender objects keep their readable names; the kit loader strips the prefix so layout still addresses pieces by short name. - facade_kit_build.py validates each piece before handoff (non-manifold edges, loose vertices, triangle count) and records the result in the part report: 16 pieces, all manifold, no loose geometry, 12 tris each. - ue_import_facade_kit.py removes kit assets the current build no longer produces, so a rename cannot leave two generations of the same piece behind. - Kit re-imported and re-applied (625 pieces); packaged QA still PASS.
This commit is contained in:
1 parent
32dff056c3
commit
1b069188a2
60 files changed
+154
-97
No files matched your search
@@ -53,7 +53,10 @@ def load_kit() -> dict:
|
||||
for data in registry.get_assets(filt):
|
||||
mesh = unreal.EditorAssetLibrary.load_asset(str(data.package_name))
|
||||
if mesh:
|
||||
kit[mesh.get_name()] = mesh
|
||||
# Assets are SM_-prefixed (Unreal convention); the layout code refers to
|
||||
# pieces by their short name, so key on the name without the prefix.
|
||||
name = mesh.get_name()
|
||||
kit[name[3:] if name.startswith("SM_") else name] = mesh
|
||||
return kit
|
||||
|
||||
|
||||
|
||||
Reference in new issue
Block a user