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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"""Rebuild both Unreal maps from an empty level, deleting whatever was there before.
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<engine>/UnrealEditor-Cmd <uproject> -run=pythonscript \
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-script=<repo>/Tools/unreal/ue_recreate_maps.py -nullrhi -unattended -nopause -stdout
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Why: `Tools/unreal/ue_build_demo_map.py` and `Tools/unreal/ue_build_review_map.py` load the existing map and destroy the
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actors they know about. Anything else that accumulated - an actor from an experiment, a material override, a
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stale world setting - survives every rebuild, which is how a stale road mesh and a duplicated vehicle actor
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both got saved back into the map. Deleting the `.umap` and creating an empty level makes every run start from
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the same place.
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The umap files are LFS-tracked and check out read-only, so chmod comes first; and a level cannot be deleted
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while it is the one the editor has open, so a scratch level is created to release it.
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Result: /tmp/gigline/recreate-maps.txt
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"""
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import os
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import unreal
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MAPS = ("/Game/Hollywood/DemoMap", "/Game/Test/ReviewMap")
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SCRATCH = "/Game/Test/_RecreateScratch"
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RESULT = "/tmp/gigline/recreate-maps.txt"
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lines = []
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def log(message):
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lines.append(str(message))
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unreal.log(str(message))
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def make_writable(path):
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"""A .umap under Content/ that is read-only cannot be deleted; LFS checks it out that way."""
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disk = os.path.join(unreal.Paths.project_content_dir(),
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path.replace("/Game/", "") + ".umap")
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try:
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mode = os.stat(disk).st_mode & 0o777
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if not mode & 0o200:
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os.chmod(disk, 0o644)
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log(f"{path}: chmod u+w ({oct(mode)} -> 0o644)")
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except FileNotFoundError:
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pass
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def main():
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les = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
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scratch_made = False
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for path in MAPS:
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make_writable(path)
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current = unreal.EditorLevelLibrary.get_editor_world()
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current_path = current.get_path_name().split(".")[0] if current else ""
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if path == current_path:
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# The editor cannot delete the map it has open: park it on a scratch level first.
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if not scratch_made:
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les.new_level(SCRATCH)
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scratch_made = True
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else:
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les.load_level(SCRATCH)
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log(f"{path}: released by switching to {SCRATCH}")
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if unreal.EditorAssetLibrary.does_asset_exist(path):
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if unreal.EditorAssetLibrary.delete_asset(path):
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log(f"{path}: deleted")
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else:
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log(f"{path}: could not delete")
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if les.new_level(path):
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log(f"{path}: created empty")
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else:
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log(f"{path}: FAILED to create")
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if unreal.EditorAssetLibrary.does_asset_exist(SCRATCH):
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unreal.EditorAssetLibrary.delete_asset(SCRATCH)
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ok = all(f"{path}: created empty" in line for path in MAPS for line in lines)
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lines.append(f"VERDICT: {'PASS' if ok else 'FAIL'}")
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log(f"recreate {'ok' if ok else 'FAILED'}")
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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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lines.append("VERDICT: FAIL")
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with open(RESULT, "w") as handle:
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handle.write("\n".join(lines) + "\n")
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