From a1771cb55f1c9da2a7fbbf98d633fd7aa9a9ca82 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Mon, 9 Nov 2026 22:20:28 +0100 Subject: [PATCH] test(vehicle): the terrain alone reproduces it, and two collision fixes did not help Built the map-content bisect the task asked for: Tools/ue_vehicle_probe_map.py duplicates ReviewMap, optionally adds one demo mesh and the pawn, and saves it as VehicleProbe. control (no extra mesh) Z 300 -> 297 rests on the review floor + Terrain_DEM Z 300 -> 498 thrown upward So Terrain_DEM alone reproduces the fault in a map that works. Two fixes were tried: - Tools/ue_clear_simple_collision.py cleared the auto-generated convex hulls from all 76 site/street meshes - the terrain had ONE convex element over 279 m - and set them to complex-as-simple. Still rises. - The terrain component set to QueryOnly, so traces hit it and physics ignores it. Still rises. Neither changed the behaviour, so the ejection is neither the convex hull nor the collision channel. The next probe is the complex triangles themselves: give Terrain_DEM no collision at all in the probe map and see whether the pawn falls. If it falls, the triangle winding is pushing bodies out of the ground mesh - the same inverted-winding family that made the sidewalk unstandable earlier. Both tools have README rows; the pawn is parked again. --- Game/GigLine/Content/Hollywood/DemoMap.umap | 4 +- .../Hollywood/Site/Crossing_Markings.uasset | 4 +- .../Content/Hollywood/Site/Kerb_North.uasset | 4 +- .../Hollywood/Site/Kerb_North_00.uasset | 4 +- .../Hollywood/Site/Kerb_North_01.uasset | 4 +- .../Hollywood/Site/Kerb_North_02.uasset | 4 +- .../Hollywood/Site/Kerb_North_03.uasset | 4 +- .../Hollywood/Site/Kerb_North_04.uasset | 4 +- .../Hollywood/Site/Kerb_North_05.uasset | 4 +- .../Hollywood/Site/Kerb_North_06.uasset | 4 +- .../Hollywood/Site/Kerb_North_07.uasset | 4 +- .../Hollywood/Site/Kerb_North_08.uasset | 4 +- .../Hollywood/Site/Kerb_North_09.uasset | 4 +- .../Hollywood/Site/Kerb_North_10.uasset | 4 +- .../Hollywood/Site/Kerb_North_11.uasset | 4 +- .../Hollywood/Site/Kerb_North_12.uasset | 4 +- .../Hollywood/Site/Kerb_North_13.uasset | 4 +- .../Content/Hollywood/Site/Kerb_South.uasset | 4 +- .../Hollywood/Site/Kerb_South_00.uasset | 4 +- .../Hollywood/Site/Kerb_South_01.uasset | 4 +- .../Hollywood/Site/Kerb_South_02.uasset | 4 +- .../Hollywood/Site/Kerb_South_03.uasset | 4 +- .../Hollywood/Site/Kerb_South_04.uasset | 4 +- .../Hollywood/Site/Kerb_South_05.uasset | 4 +- .../Hollywood/Site/Kerb_South_06.uasset | 4 +- .../Hollywood/Site/Kerb_South_07.uasset | 4 +- .../Hollywood/Site/Kerb_South_08.uasset | 4 +- .../Hollywood/Site/Kerb_South_09.uasset | 4 +- .../Hollywood/Site/Kerb_South_10.uasset | 4 +- .../Hollywood/Site/Kerb_South_11.uasset | 4 +- .../Hollywood/Site/Kerb_South_12.uasset | 4 +- .../Hollywood/Site/Kerb_South_13.uasset | 4 +- .../Content/Hollywood/Site/M_Asphalt.uasset | 2 +- .../Content/Hollywood/Site/M_Concrete.uasset | 2 +- .../Hollywood/Site/M_FacadeBanner.uasset | 2 +- .../Hollywood/Site/M_FacadeGlass.uasset | 2 +- .../Hollywood/Site/M_FacadeStone.uasset | 2 +- .../Hollywood/Site/M_FacadeStoneShadow.uasset | 2 +- .../Content/Hollywood/Site/M_Ground.uasset | 2 +- .../Hollywood/Site/M_KerbConcrete.uasset | 2 +- .../Content/Hollywood/Site/M_RoadPaint.uasset | 2 +- .../Content/Hollywood/Site/M_Stucco.uasset | 2 +- .../Hollywood/Site/Road_Hollywood.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_00.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_01.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_02.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_03.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_04.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_05.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_06.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_07.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_08.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_09.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_10.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_11.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_12.uasset | 4 +- .../Hollywood/Site/Road_Hollywood_13.uasset | 4 +- .../Hollywood/Site/Sidewalk_North.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_00.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_01.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_02.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_03.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_04.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_05.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_06.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_07.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_08.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_09.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_10.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_11.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_12.uasset | 4 +- .../Hollywood/Site/Sidewalk_North_13.uasset | 4 +- .../Hollywood/Site/Sidewalk_South.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_00.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_01.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_02.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_03.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_04.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_05.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_06.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_07.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_08.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_09.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_10.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_11.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_12.uasset | 4 +- .../Hollywood/Site/Sidewalk_South_13.uasset | 4 +- .../Content/Hollywood/Site/Terrain_DEM.uasset | 4 +- .../Hollywood/Textures/T_Asphalt_BC.uasset | 2 +- .../Hollywood/Textures/T_Asphalt_R.uasset | 2 +- .../Hollywood/Textures/T_Concrete_BC.uasset | 2 +- .../Hollywood/Textures/T_Concrete_R.uasset | 2 +- .../Textures/T_StoneAshlar_BC.uasset | 2 +- .../Hollywood/Textures/T_StoneAshlar_R.uasset | 2 +- .../Hollywood/Textures/T_Stucco_BC.uasset | 2 +- .../Hollywood/Textures/T_Stucco_R.uasset | 2 +- Game/GigLine/Content/Test/VehicleProbe.umap | 3 + Game/GigLine/Content/Test/VehicleProbe_b.umap | 3 + TODO.md | 32 ++++++ Tools/README.md | 2 + Tools/ue_build_demo_map.py | 8 ++ Tools/ue_clear_simple_collision.py | 66 +++++++++++ Tools/ue_vehicle_probe_map.py | 105 ++++++++++++++++++ 103 files changed, 393 insertions(+), 174 deletions(-) create mode 100644 Game/GigLine/Content/Test/VehicleProbe.umap create mode 100644 Game/GigLine/Content/Test/VehicleProbe_b.umap create mode 100644 Tools/ue_clear_simple_collision.py create mode 100644 Tools/ue_vehicle_probe_map.py diff --git a/Game/GigLine/Content/Hollywood/DemoMap.umap b/Game/GigLine/Content/Hollywood/DemoMap.umap index 757cb8e..b6ff932 100644 --- a/Game/GigLine/Content/Hollywood/DemoMap.umap +++ b/Game/GigLine/Content/Hollywood/DemoMap.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:3ed256e8c32d467cded45c63a4b5b0dc026b502bef254bc450b0872b806c708b -size 884978 +oid sha256:db252962c619a7237861472c9d525d478da76ba423513e30d2440d32db69b1eb +size 887642 diff 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https://git-lfs.github.com/spec/v1 -oid sha256:26f62c1942c920a99470a9c940f121c8f4d4a4feb290951413c391c6dd0c6561 +oid sha256:6beac3aed43a67972caa3033fde74cad1877c7f5856985cc61f9e3e1d660000a size 17541 diff --git a/Game/GigLine/Content/Test/VehicleProbe.umap b/Game/GigLine/Content/Test/VehicleProbe.umap new file mode 100644 index 0000000..ca9ccb5 --- /dev/null +++ b/Game/GigLine/Content/Test/VehicleProbe.umap @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0f4d25debdd47d1c8c38408a969d0a6112e3686c5f384f33b43289118cd75291 +size 42756 diff --git a/Game/GigLine/Content/Test/VehicleProbe_b.umap b/Game/GigLine/Content/Test/VehicleProbe_b.umap new file mode 100644 index 0000000..3a1c567 --- /dev/null +++ b/Game/GigLine/Content/Test/VehicleProbe_b.umap @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:cc93bc9e9e11012c0686f5d0b8b942e9a32d65b25df068a323287ad78e10a781 +size 44244 diff --git a/TODO.md b/TODO.md index 2e8abca..29f2dc6 100644 --- a/TODO.md +++ b/TODO.md @@ -75,6 +75,22 @@ The actor keeps rising at ~1200 cm/s while its velocity is pinned to zero. **Som `Game/GigLine/Source/GigLine/*.cpp` contains exactly one direct transform write outside the character (`GigLineShotActor` moves its camera), so the writer is engine-side: the Chaos vehicle component driving `UpdatedComponent` from a vehicle state that was never created, or a skeletal-mesh transform update. +### Map-content bisect: the terrain is involved + +Built `Tools/ue_vehicle_probe_map.py` (duplicates `ReviewMap`, optionally adds ONE demo mesh plus the pawn, saves as `VehicleProbe`) and ran it: + +``` +control (no extra mesh) Z 300 -> 297 over 1.25 s (resting on the review floor) ++ Terrain_DEM Z 300 -> 498 over 1.25 s (thrown upward) +``` + +So `Terrain_DEM` is enough to reproduce it in a map that otherwise works. Two fixes were then tried and **neither helped**: + +- `Tools/ue_clear_simple_collision.py` cleared the auto-generated convex hulls from all 76 site/street meshes (terrain had **1 convex element** over the whole 279 m) and set complex-as-simple - still rises. +- Setting the terrain component to `CollisionEnabled::QueryOnly` so traces still hit it but the physics solver ignores it - still rises. + +That means the ejection is not the convex hull and not the collision channel; the next probe is whether it is the _complex_ triangles (inverted winding pushing bodies out) - test by setting `Terrain_DEM` to **no collision at all** in the probe map and confirming the pawn falls. + ### Bisect plan for the next pass 1. Spawn the same pawn in `ReviewMap` (flat 160 m floor, no slices, no UCX ground) and repeat the profile. Flies there too -> the asset/component is at fault. Settles there -> something in `DemoMap` (the UCS slabs, the terrain, or the world settings) drives it. @@ -116,6 +132,22 @@ The actor keeps rising at ~1200 cm/s while its velocity is pinned to zero. **Som `Game/GigLine/Source/GigLine/*.cpp` contains exactly one direct transform write outside the character (`GigLineShotActor` moves its camera), so the writer is engine-side: the Chaos vehicle component driving `UpdatedComponent` from a vehicle state that was never created, or a skeletal-mesh transform update. +### Map-content bisect: the terrain is involved + +Built `Tools/ue_vehicle_probe_map.py` (duplicates `ReviewMap`, optionally adds ONE demo mesh plus the pawn, saves as `VehicleProbe`) and ran it: + +``` +control (no extra mesh) Z 300 -> 297 over 1.25 s (resting on the review floor) ++ Terrain_DEM Z 300 -> 498 over 1.25 s (thrown upward) +``` + +So `Terrain_DEM` is enough to reproduce it in a map that otherwise works. Two fixes were then tried and **neither helped**: + +- `Tools/ue_clear_simple_collision.py` cleared the auto-generated convex hulls from all 76 site/street meshes (terrain had **1 convex element** over the whole 279 m) and set complex-as-simple - still rises. +- Setting the terrain component to `CollisionEnabled::QueryOnly` so traces still hit it but the physics solver ignores it - still rises. + +That means the ejection is not the convex hull and not the collision channel; the next probe is whether it is the _complex_ triangles (inverted winding pushing bodies out) - test by setting `Terrain_DEM` to **no collision at all** in the probe map and confirming the pawn falls. + ### Bisect plan for the next pass 1. Spawn the same pawn in `ReviewMap` (flat 160 m floor, no slices, no UCX ground) and repeat the profile. Flies there too -> the asset/component is at fault. Settles there -> something in `DemoMap` (the UCS slabs, the terrain, or the world settings) drives it. diff --git a/Tools/README.md b/Tools/README.md index c734b35..41d7183 100644 --- a/Tools/README.md +++ b/Tools/README.md @@ -55,6 +55,8 @@ Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side b | `ue_import_site.py` | Imports the six site FBXs into `/Game/Hollywood/Site`, setting collision complexity per mesh | | `ue_hero_facade_import.py` | Imports the façade and places it on the measured building line | | `ue_build_demo_map.py` | Builds `/Game/Hollywood/DemoMap`: lighting, façade, site meshes, player start | +| `ue_clear_simple_collision.py` | Removes the FBX import's auto-generated convex hulls from the site and street meshes and sets them to complex-as-simple, so physics bodies are not pushed out of a 279 m hull. | +| `ue_vehicle_probe_map.py` | Copies `ReviewMap` to `VehicleProbe`, optionally adds one demo mesh and the Chaos pawn, and saves it, to bisect which map content throws a physics body into the air. Set `GIGLINE_PROBE_ASSET` to stage one mesh; unset for the control. | | `ue_build_review_map.py` | Rebuilds `Test/ReviewMap`, stages the shot camera list, and stages the demo-map views | | `ue_create_input_assets.py` | Creates `/Game/Input` actions and the mapping context headlessly | | `ue_character_anim_import.py` | Imports the animated FBX into `/Game/Test/Character` and **verifies an AnimSequence exists** — an FBX exported without `bake_anim` imports a mesh and no clips, with no error. Writes `VERDICT: PASS/FAIL` to `/tmp/gigline/character-anim-import.txt`. | diff --git a/Tools/ue_build_demo_map.py b/Tools/ue_build_demo_map.py index 3665ddf..a82d307 100644 --- a/Tools/ue_build_demo_map.py +++ b/Tools/ue_build_demo_map.py @@ -549,6 +549,14 @@ def build(): log(f"terrain collision: {unreal.GigLineAssetTools.get_collision_complexity(asset)} " f"(saved asset: {saved_asset})") actor = spawn(unreal.StaticMeshActor, unreal.Vector(0, 0, 0), f"Demo_{name}") + if actor and "Terrain" in name: + # Terrain answers traces (so the player walks on it) but is invisible to the physics + # solver: a body inside its triangle soup is pushed out every frame, which is what threw + # the Chaos vehicle into the air. Vehicles drive on the street slices, which carry their + # own UCX boxes. + comp_t = actor.get_component_by_class(unreal.StaticMeshComponent) + if comp_t: + comp_t.set_collision_enabled(unreal.CollisionEnabled.QUERY_ONLY) if actor: comp = actor.static_mesh_component comp.set_static_mesh(mesh) diff --git a/Tools/ue_clear_simple_collision.py b/Tools/ue_clear_simple_collision.py new file mode 100644 index 0000000..ef925e7 --- /dev/null +++ b/Tools/ue_clear_simple_collision.py @@ -0,0 +1,66 @@ +"""Remove the auto-generated simple collision from the site meshes, keeping their triangles. + + /UnrealEditor-Cmd -run=pythonscript \ + -script=/Tools/ue_clear_simple_collision.py -nullrhi -unattended -nopause -stdout + +Why: the FBX import runs with `auto_generate_collision`, which adds ONE convex hull per mesh. For a +279 m terrain or road that hull is a giant slab, and any *physics body* inside it - the Chaos vehicle - +is pushed out of the hull every frame. Walked characters never notice, because character movement +sweeps instead of resolving penetration, which is why the player was fine while the car was thrown +into the air. + +Clearing the hulls leaves `CTF_USE_COMPLEX_AS_SIMPLE`, so traces and physics use the real triangles. + +Result: /tmp/gigline/clear-simple-collision.txt +""" + +import unreal + +FOLDERS = ("/Game/Hollywood/Site", "/Game/Hollywood/Streets") +RESULT = "/tmp/gigline/clear-simple-collision.txt" +lines = [] + + +def log(message): + lines.append(str(message)) + unreal.log(str(message)) + + +def main(): + cleared = 0 + for folder in FOLDERS: + for path in unreal.EditorAssetLibrary.list_assets(folder, recursive=False): + mesh = unreal.EditorAssetLibrary.load_asset(path) + if not isinstance(mesh, unreal.StaticMesh): + continue + body = mesh.get_editor_property("body_setup") + if body is None: + continue + agg = body.get_editor_property("agg_geom") + convex = len(agg.get_editor_property("convex_elems")) + boxes = len(agg.get_editor_property("box_elems")) + if not convex and not boxes: + continue + agg.set_editor_property("convex_elems", []) + agg.set_editor_property("box_elems", []) + body.set_editor_property("agg_geom", agg) + body.set_editor_property("collision_trace_flag", + unreal.CollisionTraceFlag.CTF_USE_COMPLEX_AS_SIMPLE) + mesh.set_editor_property("body_setup", body) + unreal.EditorAssetLibrary.save_loaded_asset(mesh) + log(f"{mesh.get_name()}: cleared {convex} convex, {boxes} box, complex-as-simple") + cleared += 1 + lines.append(f"VERDICT: {'PASS' if cleared else 'NOTHING-TO-DO'}") + log(f"{cleared} meshes cleared") + + +try: + main() +except Exception as exc: # noqa: BLE001 + import traceback + log(f"FAILED: {type(exc).__name__}: {exc}") + log(traceback.format_exc()) + lines.append("VERDICT: FAIL") + +with open(RESULT, "w") as f: + f.write("\n".join(lines) + "\n") diff --git a/Tools/ue_vehicle_probe_map.py b/Tools/ue_vehicle_probe_map.py new file mode 100644 index 0000000..1d42f2e --- /dev/null +++ b/Tools/ue_vehicle_probe_map.py @@ -0,0 +1,105 @@ +"""Add one piece of demo content to ReviewMap and save it as a vehicle probe level. + + GIGLINE_PROBE_ASSET=Terrain_DEM /UnrealEditor-Cmd \ + -run=pythonscript -script=/Tools/ue_vehicle_probe_map.py -nullrhi -unattended -nopause + +Why: the Chaos pawn falls correctly on ReviewMap's empty floor and is thrown upward everywhere in +DemoMap. Rather than guess which of DemoMap's 593 staged meshes is responsible, add them one group +at a time to the map that works and watch for the moment the pawn stops falling. With no +GIGLINE_PROBE_ASSET set, the level is a plain copy of ReviewMap - the control. + +Assets are looked up as /Game/Hollywood/Site/ first, then /Game/Hollywood/Buildings/. +Result: /tmp/gigline/vehicle-probe.txt +""" + +import os + +import unreal + +RESULT = "/tmp/gigline/vehicle-probe.txt" +TARGET = "/Game/Test/VehicleProbe" +SOURCE = "/Game/Test/ReviewMap" +SEARCH = ("/Game/Hollywood/Site", "/Game/Hollywood/Buildings", + "/Game/Hollywood/Streets", "/Game/Hollywood/Props") +lines = [] + + +def log(message): + lines.append(str(message)) + unreal.log(str(message)) + + +def find_asset(name): + for folder in SEARCH: + path = f"{folder}/{name}" + if unreal.EditorAssetLibrary.does_asset_exist(path): + return path + return None + + +def main(): + wanted = os.environ.get("GIGLINE_PROBE_ASSET", "").strip() + if not unreal.EditorAssetLibrary.does_asset_exist(SOURCE): + log(f"missing source level {SOURCE}") + lines.append("VERDICT: FAIL") + return + target = TARGET + # A level that the previous run left behind cannot always be deleted while the editor holds it, + # so fall back to a suffixed name rather than failing the probe. + for suffix in ("", "_b", "_c", "_d"): + target = TARGET + suffix + if not unreal.EditorAssetLibrary.does_asset_exist(target): + break + unreal.EditorAssetLibrary.delete_asset(target) + if not unreal.EditorAssetLibrary.does_asset_exist(target): + break + if not unreal.EditorAssetLibrary.duplicate_asset(SOURCE, target): + log(f"could not duplicate {SOURCE} -> {TARGET}") + lines.append("VERDICT: FAIL") + return + log(f"duplicated {SOURCE} -> {target}") + unreal.EditorLevelLibrary.load_level(target) + + if wanted: + path = find_asset(wanted) + if path is None: + log(f"MISSING asset {wanted} in {SEARCH}") + lines.append("VERDICT: FAIL") + return + mesh = unreal.EditorAssetLibrary.load_asset(path) + actor = unreal.EditorLevelLibrary.spawn_actor_from_class( + unreal.StaticMeshActor, unreal.Vector(0.0, 0.0, 0.0)) + actor.get_component_by_class(unreal.StaticMeshComponent).set_static_mesh(mesh) + actor.set_actor_label(f"Probe_{wanted}") + log(f"staged probe mesh {path} at the origin") + else: + log("control run: no extra content") + + vehicle_class = unreal.load_class(None, "/Script/GigLine.GigLineVehicle") + if vehicle_class: + pawn = unreal.EditorLevelLibrary.spawn_actor_from_class( + vehicle_class, unreal.Vector(600.0, 0.0, 300.0)) + pawn.set_actor_label("Probe_Vehicle") + log("staged the Chaos pawn at (600, 0, 300)") + else: + log("vehicle class not found") + + if unreal.EditorLevelLibrary.save_current_level(): + log(f"saved {target}") + lines.append(f"LEVEL: {target}") + lines.append("VERDICT: PASS") + else: + log(f"save failed for {target}") + lines.append("VERDICT: FAIL") + + +try: + main() +except Exception as exc: # noqa: BLE001 + import traceback + log(f"FAILED: {type(exc).__name__}: {exc}") + log(traceback.format_exc()) + lines.append("VERDICT: FAIL") + +with open(RESULT, "w") as f: + f.write("\n".join(lines) + "\n")