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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# Unreal-side half of the scale test: imports the Blender scale-test FBX with
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# the named import preset "ue_metric_v1" and measures the result.
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#
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# Run headless:
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/unreal/ue_scale_test_import.py -nullrhi -unattended -nopause -stdout
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import unreal
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FBX = "/tmp/gigline/scaletest.fbx"
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DEST = "/Game/Test/ScaleTest"
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def import_fbx():
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task = unreal.AssetImportTask()
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task.filename = FBX
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task.destination_path = DEST
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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 = False
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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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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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def measure():
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# Named import preset "ue_metric_v1" measures in Unreal centimetres.
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lines = ["---- measured local-space bounds (cm) ----"]
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for name in ("ScaleTest_A", "ScaleTest_B", "ScaleTest_C"):
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path = f"{DEST}/{name}"
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asset = unreal.EditorAssetLibrary.load_asset(path)
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if asset is None:
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lines.append(f"MISSING asset {path}")
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continue
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box = asset.get_bounding_box()
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mn, mx = box.min, box.max
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lines.append(
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f"{name}: origin=({(mn.x + mx.x) / 2:.2f}, {(mn.y + mx.y) / 2:.2f}, {(mn.z + mx.z) / 2:.2f}) "
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f"size=({mx.x - mn.x:.2f}, {mx.y - mn.y:.2f}, {mx.z - mn.z:.2f})"
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)
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lines.append(f"assets: {unreal.EditorAssetLibrary.list_assets(DEST)}")
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with open("/tmp/ue-scale-test-result.txt", "w") as f:
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f.write("\n".join(lines))
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import_fbx()
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measure()
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