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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@@ -487,3 +487,24 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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twice on a clean run. Always count instances before believing a perf number.
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- Series committed at `Docs/perf/0.1.5-kit-walk-frametimes.csv`; comparison table in
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`Docs/release-checks.md`.
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## 2026-11-09 — 604 unmaterialed actors: material rebuild was delete+recreate
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- The "blockout cleaning pass" turned out to need **material and placement hygiene,
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not more geometry**. `Tools/ue_audit_scene.py` (new) found **604 of 620 mesh actors
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with no material**: kit pieces and theatre trim all untextured.
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- **Cause:** `ensure_material` in `ue_build_demo_map.py` deleted and recreated each
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`/Game/Hollywood/Site/M_*` asset every run ("so a look change cannot be masked by a
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stale asset"). That orphane every reference: actors staged by other tools pointed at
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deleted assets and fell back to the default material. The map looked only *slightly*
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flat — no error, no warning.
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- **Fix:** update the material **in place** — load it, `MaterialEditingLibrary.
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delete_all_material_expressions(mat)`, rebuild the graph, recompile, save. Note
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`Material.expressions` is protected from Python; use the library's deleter.
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- **Ordering rule now documented and enforced:** the demo builder rebuilds materials,
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so kit and theatre staging must run *after* it. `render_screenshots.sh` now runs
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demo map → kit assembly → theatre trim → scene audit → shot cameras → capture, and
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**fails on a non-zero audit count**.
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- Second find: 53 duplicated kit labels (both shop piers of a bay shared one name).
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- Scene audit after the fixes: **0 failures** (all materialed, all spans verified, no
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duplicate labels). Packaged QA still PASS; spawn-view reference score 0.72.
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