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.
This commit is contained in:
1 parent
442d0f3d73
commit
600633cd5b
35 files changed
+226
-55
No files matched your search
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Reference in new issue
Block a user