fix(blockout): regenerate with --origin; frontage back on the verified spans
The 0.1.2 blockout regeneration ran without --origin, so Blosm centred on the extract instead of fitting the project frame. The frontage shifted ~119 m in X and ~2.4 m in Y and the hero fell outside the 6902/6838 gap - the verified placement was silently undone, while every render still looked like a plausible block. - Blockout regenerated with --origin 34.101545,-118.338718 (affine residual 0.0 cm); frontage and north buildings re-exported and re-imported. - Verified spans restored: 6922 -24276..-17700, 6902 -17749..-14591, hero -14644..-12028 between them, theatre -12082..-8210, TCL -22889..-18442, Tussaud's -27071..-22799. - ue_apply_facade_kit now uses get_actor_bounds() (world space). It had used the static mesh bounding box, which is building-line-local, so every kit piece was placed ~12 km east of its building in empty ground. - ue_import_north_buildings.py was missing 'import sys' (NameError, exit 255, import silently skipped) - the same trap as the hero importer. - Kit re-applied: 625 pieces across eight buildings; packaged QA still PASS (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
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@@ -92,9 +92,14 @@ def apply_to_actor(actor, kit, materials=None, prefix=None):
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# label and the outliner (and any label-based lookup) becomes ambiguous.
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slug = actor.get_actor_label().replace("Frontage_SM_", "").replace("North_", "").lower()
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prefix = prefix or f"Kit_{slug}_"
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mn, mx = _bounds(comp.static_mesh)
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# The frontage meshes are spawned at the world origin and carry their position
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# in the mesh, so the bounding box IS world space (actor location is 0,0,0).
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# WORLD-space bounds. The imported meshes carry a building-line-local offset in
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# their own vertices and the demo builder then positions the actor, so the
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# asset's bounding box is NOT world space: using it put every kit piece about
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# 12 km east of its building, floating in empty ground where nothing could see
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# it. get_actor_bounds() includes the actor transform.
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origin_w, extent_w = actor.get_actor_bounds(False)
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mn = unreal.Vector(origin_w.x - extent_w.x, origin_w.y - extent_w.y, origin_w.z - extent_w.z)
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mx = unreal.Vector(origin_w.x + extent_w.x, origin_w.y + extent_w.y, origin_w.z + extent_w.z)
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origin = unreal.Vector(0.0, 0.0, 0.0)
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width = mx.x - mn.x
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height = mx.z - mn.z
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@@ -12,6 +12,7 @@
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# -script=<repo>/Tools/ue_import_north_buildings.py -nullrhi -unattended -nopause -stdout
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import os
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import sys
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import unreal
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