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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@@ -118,14 +118,23 @@ def ensure_material(mat_name, spec, textures=None):
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does not read as one flat specular value.
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"""
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path = f"/Game/Hollywood/Site/{mat_name}"
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if unreal.EditorAssetLibrary.does_asset_exist(path):
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# Rebuilt every run so a look change cannot be masked by a stale asset.
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unreal.EditorAssetLibrary.delete_asset(path)
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mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
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mat_name, "/Game/Hollywood/Site", unreal.Material, unreal.MaterialFactoryNew())
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lib = unreal.MaterialEditingLibrary
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# Update the existing material IN PLACE rather than deleting and recreating it.
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# Deleting the asset to force a look rebuild silently orphaned every reference:
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# after one demo-builder run, all 598 kit actors and the theatre trim pointed at
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# deleted materials and rendered with the default one (604 actors with no
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# material), while the map itself looked merely "a bit flat".
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mat = unreal.EditorAssetLibrary.load_asset(path)
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if mat is None:
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mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
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mat_name, "/Game/Hollywood/Site", unreal.Material, unreal.MaterialFactoryNew())
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else:
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# Clear the old graph so a removed node cannot survive a look change.
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# `Material.expressions` is protected from Python, so use the editing
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# library's own deleter rather than reading the array.
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lib.delete_all_material_expressions(mat)
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def node(cls):
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return lib.create_material_expression(mat, cls)
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