fix(materials): stop orphaning references; add a scene audit gate
The blockout cleaning pass found the map was rendering with 604 of 620 mesh actors unmaterialed - every kit piece and all theatre trim. Cause: ensure_material() deleted and recreated each /Game/Hollywood/Site/M_* asset on every run, so actors staged by other tools kept references to deleted assets and fell back to the default material. Nothing errored; the map looked merely slightly flat. - Materials are now updated IN PLACE (load, delete_all_material_expressions, rebuild the graph, recompile, save). Material.expressions is protected from Python, so the editing library's deleter is used. - 53 duplicated kit actor labels fixed (both shop piers of a bay shared one name). - New Tools/ue_audit_scene.py gates the scene: every mesh actor has a material, every verified frontage span is within +/-1 m (via ue_placement), no duplicate labels. - render_screenshots.sh now runs the chain in the required order (demo map -> kit -> theatre -> audit -> cameras -> capture) and exits non-zero on an audit failure, because the demo builder rebuilds materials and later staging must follow it. Scene audit: 0 failures. Packaged QA PASS. Spawn-view reference score 0.72.
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@@ -86,8 +86,13 @@ The hero block and the demo level are built by a fixed sequence. Each step write
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| North import | `Tools/ue_import_north_buildings.py` | `/Game/Hollywood/North/*` |
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| Hero import | `Tools/ue_hero_facade_import.py` | `/Game/Hollywood/ElCapitan/SM_HeroFacade` |
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| Demo map | `Tools/ue_build_demo_map.py` | `/Game/Hollywood/DemoMap` |
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| Façade kit assembly | `Tools/ue_apply_facade_kit.py` | kit actors in `DemoMap` |
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| Theatre trim | `Tools/ue_stage_theatre_trim.py` | marquee + blade sign actors |
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| Scene audit | `Tools/ue_audit_scene.py` | materials, placement spans, labels (gate) |
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| Review shots | `Tools/ue_build_review_map.py` + `Tools/render_screenshots.sh` | `Screenshots/` |
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**Order matters.** `ue_build_demo_map.py` rebuilds the site materials, so any actor staged by another tool must be (re)staged _after_ it, or it keeps a reference to a material that no longer exists — that is how 604 actors once ended up untethered from their materials while the map only looked slightly flat. `Tools/render_screenshots.sh` runs the full chain in the right order and gates on `ue_audit_scene.py`.
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Every Blender exporter calls [`Tools/fbx_export_preset.py`](../Tools/fbx_export_preset.py) (`ue_metric_v1` / `ue_character_v1`) instead of repeating the FBX argument block — one place for the scale conversion, the axis mapping and `mesh_smooth_type="FACE"` (without which every Unreal import warns about missing smoothing groups and round geometry arrives faceted).
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Two rules that the pipeline enforces rather than documents:
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