fix(tools): importers clear the read-only LFS bit before saving; docs refresh

0.1.3 packaging and setup fixes from what 0.1.x actually exposed.

- New Tools/ue_common.py: make_writable() clears the read-only bit an LFS .umap
  checks out with (save_map() otherwise returns False silently and the staged actor
  is lost) and require_saved() makes that failure visible. ue_hero_facade_import and
  ue_import_north_buildings now call it; the map builders already did. Verified from
  a forced 0o444 map: chmod logged, save_map True, exit 0.
- Docs/build.md: pipeline table now lists the seven site FBXs plus frontage, north,
  hero and map steps and the shared FBX preset; packaging archive corrected to
  Builds/GigLineQA; packaged-log location and -qaselftest usage documented; new
  'Traps that cost real time in 0.1.x' table (read-only save, hero --out is the FBX,
  MPFB add-on path, shot actor quitting under QA, null-RHI trace trap).
- Docs/setup.md: fresh-checkout build marked verified 2026-11-08 and the blocker
  closed; new optional-keys section for OPENROUTER_API_KEY and MAPBOX_ACCESS_TOKEN
  (gitignored .env, not needed by build/tests/release).
- Docs/Architecture 07 + architecture.md: build-output path corrected, marked
  outside the repository.
- 5 new tests for ue_common (54 total).
This commit is contained in:
zwitschi committed 2026-11-08 18:50:37 +01:00
1 parent ba68dcfdbc
commit 1b722048ce
16 files changed
+305 -178

No files matched your search

+22
View File
@@ -12,8 +12,14 @@
# centreline, from the street profile), and the hero's east edge at
# X = -12024.5 cm (projected control point in local-origin.md).
import os
import sys
import unreal
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import ue_common # noqa: E402
FBX = "/tmp/gigline/hero-facade.fbx"
DEST = "/Game/Hollywood/ElCapitan"
ACTOR_LABEL = "Hero_Facade"
@@ -56,6 +62,19 @@ def import_fbx():
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
def _make_map_writable(level: str) -> None:
"""Clear the read-only bit an LFS .umap checks out with.
Without this `save_map()` returns False and the staged actor is lost on the
next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap).
"""
content = unreal.Paths.project_content_dir()
rel = level[len("/Game/"):] if level.startswith("/Game/") else level
umap = os.path.join(content, rel + ".umap")
note = ue_common.make_writable(umap)
if note:
log(f"map writable: {note}")
def measure_and_place():
asset = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SM_HeroFacade")
if asset is None:
@@ -99,9 +118,12 @@ def measure_and_place():
comp.set_static_mesh(asset)
comp.set_mobility(unreal.ComponentMobility.STATIC)
log(f"placed {ACTOR_LABEL} at {PLACEMENT_CM} (cm) on {LEVEL}")
_make_map_writable(LEVEL)
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
log(f"save_map {LEVEL}: {saved}")
if not ue_common.require_saved(saved, LEVEL):
log(f"FAILED to save {LEVEL} — staged content will not persist")
try: