qa(0.1.4): verdict document with budgets, evidence and defect severities
Per the qa-review skill: explicit verdict, measured budgets, the screenshots that carry the claim, defects by severity and what remains unverified. Verdict SHIP WITH NOTES - geometry/placement/budgets verified by measurement, the visual half explicitly pending human review (the vision pre-check is unreliable on this content and was not used as evidence). Also fixes the last QA finding: kit pieces kept the grey M_Kit_* material the FBX import creates, so glazing was not glass and shopfronts were not stone. Assembly now assigns M_FacadeGlass to glazing, M_FacadeStone to surrounds, M_FacadeStoneShadow to doors and M_FacadeBanner to fascias (6/6 materials resolved), and the importer deletes the unused M_Kit_* materials (Kit folder now exactly 16 SM_ meshes). Packaged QA re-verified after the change: walk, transect 0 holes, wall probe 0/35, facade probe 0/9, RESULT PASS.
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@@ -83,6 +83,12 @@ def main() -> None:
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if mesh is None:
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log(f"{asset_name}: IMPORT FAILED")
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continue
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# The FBX import also creates an M_Kit_* material per piece. The demo
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# assigns real site materials at assembly time, so those are clutter.
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for slot in mesh.get_editor_property("static_materials"):
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mat = slot.get_editor_property("material_interface")
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if mat and mat.get_name().startswith("M_Kit_"):
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unreal.EditorAssetLibrary.delete_asset(mat.get_path_name().split(".")[0])
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unreal.GigLineAssetTools.set_complex_collision_as_simple(mesh, True)
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unreal.EditorAssetLibrary.save_loaded_asset(mesh)
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box = mesh.get_bounding_box()
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