refactor(tools): group the sixty scripts by what they talk to
One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:
Tools/unreal/ commandlets and the two map builders, with ue_common.py and ue_placement.py as the
shared imports (they need the engine)
Tools/blender/ builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
(they need the Blender Flatpak)
Tools/review/ the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
visual_targets.json
Tools/gen/ image and texture generation: the ComfyUI driver, deterministic texture writers,
reference fetching
Tools/input/ OS-level input injection
root _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/
Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.
51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.
Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
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# Import the retail frontage trim (6800 Lee Drug, 6806–6820) into Unreal.
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#
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# blender -b --factory-startup --python Tools/blender/retail_frontage_build.py -- \
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# --out /tmp/gigline/retail --report /tmp/gigline/retail-report.json
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/unreal/ue_import_retail_detail.py -nullrhi -unattended -nopause -stdout
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#
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# Two meshes arrive, one per building, each already at its world position in the
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# project frame (the FBX carries the offset), so staging spawns at the origin.
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# Destination: /Game/Hollywood/Frontage/<name> — same folder as the block frontage
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# so the demo builder stages them together.
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#
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# Result file: /tmp/gigline/retail-import.txt
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import glob
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import os
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import unreal
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SRC = "/tmp/gigline/retail"
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DEST = "/Game/Hollywood/Frontage"
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RESULT = "/tmp/gigline/retail-import.txt"
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lines = []
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def log(msg):
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lines.append(str(msg))
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unreal.log(str(msg))
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def import_fbx(path, name):
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task = unreal.AssetImportTask()
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task.filename = path
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task.destination_path = DEST
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task.destination_name = name
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task.automated = True
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task.save = True
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task.replace_existing = True
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ui = unreal.FbxImportUI()
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ui.import_mesh = True
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ui.import_materials = True
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ui.import_textures = False
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ui.import_as_skeletal = False
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smd = ui.static_mesh_import_data
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smd.import_uniform_scale = 1.0
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smd.combine_meshes = True
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smd.convert_scene_unit = False
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smd.force_front_x_axis = False
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smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
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task.options = ui
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
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if mesh is None:
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log(f"MISSING after import: {DEST}/{name}")
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return None
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# Trim is decoration on a solid the player already collides with: no collision
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# of its own, otherwise the cornice and mullions become snag points.
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try:
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body = mesh.get_editor_property("body_setup")
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body.set_editor_property("collision_trace_flag",
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unreal.CollisionTraceFlag.CTF_USE_COMPLEX_AS_SIMPLE)
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mesh.set_editor_property("body_setup", body)
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except Exception as exc: # noqa: BLE001
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log(f"{name}: collision flag not set ({exc!r})")
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box = mesh.get_bounding_box()
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mn, mx = box.min, box.max
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log(f"{name:22} X {mn.x:8.0f}..{mx.x:8.0f} Y {mn.y:7.0f}..{mx.y:7.0f} "
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f"Z {mn.z:5.0f}..{mx.z:5.0f} slots {len(mesh.get_editor_property('static_materials'))}")
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return mesh
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def main():
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files = sorted(glob.glob(os.path.join(SRC, "*.fbx")))
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if not files:
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log(f"no FBX in {SRC}; run Tools/blender/retail_frontage_build.py first")
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return
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for path in files:
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import_fbx(path, os.path.splitext(os.path.basename(path))[0])
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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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try:
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main()
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except Exception as exc: # noqa: BLE001
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import traceback
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log(f"FAILED: {type(exc).__name__}: {exc}")
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log(traceback.format_exc())
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with open(RESULT, "w") as f:
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f.write("\n".join(lines) + "\n")
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