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:
zwitschi committed 2026-11-08 22:48:00 +01:00
1 parent 442d0f3d73
commit 600633cd5b
35 files changed
+226 -55

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+1
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@@ -22,6 +22,7 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b
| `ue_stage_theatre_trim.py` | Imports the trim to `/Game/Hollywood/Theatre` and stages one actor per piece in the DemoMap with site materials; clears a previous run first. |
| `ue_apply_facade_kit.py` | Lays the kit over a building's street face from its own bounding box: bay count = round(width / 4.96), storeys from the height, shopfronts on the ground floor, windows above, pilasters on bay boundaries, cornice and parapet at the top. Clears a previous application first; unique labels per building. |
| `generate_facade_textures.py` | Deterministic stdlib PNG generator for the facade maps (`T_StoneAshlar`, `T_Stucco`, `T_Asphalt`, `T_Concrete`, each `_BC` base colour + `_R` roughness). Pure-zlib writer, hash-based value noise, identical bytes on every run; `--size` and `--out` (`/tmp/gigline/textures` by default). `ue_build_demo_map.py` imports them into `/Game/Hollywood/Textures` and samples them world-aligned. |
| `ue_audit_scene.py` | Gate on the DemoMap: no unmaterialed actor, every verified frontage span within tolerance (`ue_placement`), no duplicate actor labels. Writes `/tmp/gigline/scene-audit.txt`; `render_screenshots.sh --verify` fails on a non-zero failure count. Catches the class of defect that still renders plausibly. |
| `ue_placement.py` | Single source of truth for where staged actors belong in the DemoMap (hero position, verified frontage spans) plus `span_error`/`describe_span_failure` validators. Exists because the hero position was written twice and drifted — the importer kept the pre-`0.1.0` value and moved the hero 13 m east onto the wrong side of the boulevard. No `unreal` import, so it is unit-tested. |
| `ue_common.py` | Shared helpers for the Unreal commandlet scripts: `make_writable()` clears the read-only bit an LFS `.umap` checks out with (otherwise `save_map()` returns False silently), and `require_saved()` makes that failure explicit. |
| `fbx_export_preset.py` | The **single** FBX export preset (`ue_metric_v1` / `ue_character_v1`): metres→centimetres via `FBX_SCALE_NONE`, axis mapping east +X / north −Y / up +Z, `mesh_smooth_type="FACE"` (smoothing groups survive the import). Every Blender exporter imports it instead of copying the argument block; `preset_kwargs()` is bpy-free and unit-tested. |
+26 -7
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@@ -20,18 +20,29 @@ PROJ="$REPO/Game/GigLine/GigLine.uproject"
VERIFY="no"
[ "${1:-}" = "--verify" ] && VERIFY="yes"
echo "== 1/3 stage the demo shot cameras =="
cd "$ENGINE"
./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" \
-run=pythonscript -script="$REPO/Tools/ue_build_review_map.py" \
-nullrhi -unattended -nopause -stdout
run_cmdlet() {
local script="$1" label="$2"
echo "== $label =="
( cd "$ENGINE" && ./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" \
-run=pythonscript -script="$REPO/Tools/$script" \
-nullrhi -unattended -nopause -stdout )
}
# Order matters. The demo builder rebuilds the site materials, so any actor staged
# by another tool must be (re)staged after it or it keeps a reference to a material
# that no longer exists - that is how 604 actors ended up untextured once.
run_cmdlet ue_build_demo_map.py "1/5 rebuild the demo map (materials, site, frontage)"
run_cmdlet ue_apply_facade_kit.py "2/5 assemble the facade kit"
run_cmdlet ue_stage_theatre_trim.py "3/5 stage the theatre trim"
run_cmdlet ue_audit_scene.py "4/6 audit the scene (materials, placement, labels)"
run_cmdlet ue_build_review_map.py "5/6 stage the demo shot cameras"
tail -3 /tmp/ue-review-map-result.txt 2>/dev/null || true
echo "== 2/3 capture the demo map =="
echo "== 6/6 capture the demo map =="
./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" /Game/Hollywood/DemoMap \
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
echo "== 3/3 collect the demo screenshots =="
echo "== collect the demo screenshots =="
mkdir -p "$REPO/Screenshots/demo"
rm -f "$REPO"/Screenshots/demo/review-*.png
found=0
@@ -47,6 +58,14 @@ done
[ "$found" = "1" ] || { echo "ERROR: no demo screenshots found"; exit 1; }
ls -1 "$REPO/Screenshots/demo"
# The scene audit is a gate: a wrong-material or misplaced actor is exactly the
# kind of failure that still renders plausibly.
if grep -q "failure(s) ==" /tmp/gigline/scene-audit.txt 2>/dev/null; then
grep -E "FAIL|failure\(s\)" /tmp/gigline/scene-audit.txt | tail -5
grep -q "== 0 failure(s) ==" /tmp/gigline/scene-audit.txt || {
echo "ERROR: scene audit failed — see /tmp/gigline/scene-audit.txt"; exit 1; }
fi
if [ "$VERIFY" = "yes" ]; then
echo "== verify: does each shot show what it should? =="
cd "$REPO"
+5 -3
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@@ -156,11 +156,13 @@ def apply_to_actor(actor, kit, materials=None, prefix=None):
for bay in range(bays):
cx = mn.x + bay_w * (bay + 0.5)
# ground floor: shopfront
for piece, dx in (("Kit_ShopPier_L", -bay_w / 2 + 30.0),
("Kit_ShopPier_R", bay_w / 2 - 30.0)):
for piece, dx, side in (("Kit_ShopPier_L", -bay_w / 2 + 30.0, "L"),
("Kit_ShopPier_R", bay_w / 2 - 30.0, "R")):
if piece in kit:
# The side belongs in the label: both piers of a bay shared one
# label, which left 53 ambiguous pairs in the outliner.
if _spawn(kit[piece], unreal.Vector(cx + dx, face_y, base_z),
f"{prefix}shop_pier_{bay}", kit_material(piece)):
f"{prefix}shop_pier_{side}_{bay}", kit_material(piece)):
placed += 1
if "Kit_ShopGlass" in kit:
if _spawn(kit["Kit_ShopGlass"], unreal.Vector(cx, face_y, base_z),
+114
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@@ -0,0 +1,114 @@
#!/usr/bin/env python3
"""Audit the DemoMap for staged actors that would render wrong.
Checks that are cheap and catch the failures this project actually had:
1. **No unmaterialed actors.** 604 actors once rendered with the default material
because the demo builder deleted and recreated the site materials, orphaning
every reference; the map looked merely "a bit flat".
2. **Placement spans.** Each verified frontage building is probed against
`Tools/ue_placement.py`; a building 13 m off its footprint still renders fine,
which is exactly why it needs a number, not an eye.
3. **No duplicate actor labels.** Two buildings' kit pieces sharing a label made
the outliner ambiguous and hid one of them.
UnrealEditor-Cmd <uproject> -run=pythonscript \
-script=Tools/ue_audit_scene.py -nullrhi -unattended -nopause -stdout
Result file: `/tmp/gigline/scene-audit.txt`. Exit code from the commandlet is
always 0, so **read the file** — `visual_loop.py --verify` does not depend on it.
"""
from __future__ import annotations
import collections
import os
import sys
import unreal
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import ue_placement # noqa: E402
MAP = "/Game/Hollywood/DemoMap"
RESULT = "/tmp/gigline/scene-audit.txt"
lines: list[str] = []
failures = 0
def log(message: str) -> None:
lines.append(message)
print(message)
def fail(message: str) -> None:
global failures
failures += 1
log("FAIL " + message)
def main() -> None:
if not unreal.EditorLevelLibrary.load_level(MAP):
log(f"could not load {MAP}")
return
actors = unreal.EditorLevelLibrary.get_all_level_actors()
# 1. materials
unmaterialed = []
for actor in actors:
comp = actor.get_component_by_class(unreal.StaticMeshComponent)
if not comp or not comp.static_mesh:
continue
if comp.get_material(0) is None:
unmaterialed.append(actor.get_actor_label())
log(f"mesh actors: {sum(1 for a in actors if a.get_component_by_class(unreal.StaticMeshComponent))}")
if unmaterialed:
fail(f"{len(unmaterialed)} actor(s) with no material, e.g. {unmaterialed[:6]}")
else:
log("OK every staged mesh has a material")
# 2. placement spans
for actor in actors:
label = actor.get_actor_label()
key = None
if label.startswith("Frontage_SM_"):
name = label[len("Frontage_SM_"):]
key = {"Hollywood_6922": "6922", "Hollywood_6902": "6902",
"ElCapitanTheatre": "6838", "Budget_6822": "6822",
"Hollywood_6806": "6806", "LeeDrug_6800": "6800"}.get(name)
elif label == ue_placement.HERO_ACTOR:
key = "hero"
if not key:
continue
origin, extent = actor.get_actor_bounds(False)
lo, hi = origin.x - extent.x, origin.x + extent.x
problem = ue_placement.describe_span_failure(key, lo, hi)
if problem:
fail(problem)
else:
log(f"OK {key}: X {lo:.0f}..{hi:.0f}")
# 3. duplicate labels
counts = collections.Counter(a.get_actor_label() for a in actors)
duplicates = {k: v for k, v in counts.items() if v > 1}
if duplicates:
sample = list(duplicates.items())[:6]
fail(f"{len(duplicates)} duplicated actor label(s), e.g. {sample}")
else:
log("OK no duplicate actor labels")
log(f"== {failures} failure(s) ==")
try:
main()
except Exception as exc: # noqa: BLE001 - surface in the result file
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
os.makedirs(os.path.dirname(RESULT), exist_ok=True)
with open(RESULT, "w", encoding="utf-8") as handle:
handle.write("\n".join(lines) + "\n")
+15 -6
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@@ -118,14 +118,23 @@ def ensure_material(mat_name, spec, textures=None):
does not read as one flat specular value.
"""
path = f"/Game/Hollywood/Site/{mat_name}"
if unreal.EditorAssetLibrary.does_asset_exist(path):
# Rebuilt every run so a look change cannot be masked by a stale asset.
unreal.EditorAssetLibrary.delete_asset(path)
mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
mat_name, "/Game/Hollywood/Site", unreal.Material, unreal.MaterialFactoryNew())
lib = unreal.MaterialEditingLibrary
# Update the existing material IN PLACE rather than deleting and recreating it.
# Deleting the asset to force a look rebuild silently orphaned every reference:
# after one demo-builder run, all 598 kit actors and the theatre trim pointed at
# deleted materials and rendered with the default one (604 actors with no
# material), while the map itself looked merely "a bit flat".
mat = unreal.EditorAssetLibrary.load_asset(path)
if mat is None:
mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
mat_name, "/Game/Hollywood/Site", unreal.Material, unreal.MaterialFactoryNew())
else:
# Clear the old graph so a removed node cannot survive a look change.
# `Material.expressions` is protected from Python, so use the editing
# library's own deleter rather than reading the array.
lib.delete_all_material_expressions(mat)
def node(cls):
return lib.create_material_expression(mat, cls)