feat(hero): v0.1.2 — scale calibration, façade detail, export preset refactor (#28)
Merged PR #28: v0.1.2 — scale calibration, façade detail, export preset Co-authored-by: Zwitschi <zwitschi82@gmail.com>
This commit was merged in pull request #28.
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@@ -61,6 +61,16 @@ def measure_and_place():
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if asset is None:
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log(f"MISSING {DEST}/SM_HeroFacade")
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return
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# Collision: complex-as-simple, not auto-generated convex hulls.
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# The facade is 95 separate parts across 26 m; Unreal's auto hull generation
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# wraps them in a few coarse hulls that bulged into the street (the QA wall
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# probe went 0/35 -> 2/35 after trying it). Complex-as-simple makes the real
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# triangles the simple collision, so line traces and capsule sweeps block on
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# the actual wall — the same approach used for the terrain, for the same
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# reason. The flag lives on the asset, so save it explicitly.
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unreal.GigLineAssetTools.set_complex_collision_as_simple(asset, True)
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saved = unreal.EditorAssetLibrary.save_loaded_asset(asset)
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log(f"collision: {unreal.GigLineAssetTools.get_collision_complexity(asset)} (saved={saved})")
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box = asset.get_bounding_box()
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mn, mx = box.min, box.max
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log(f"SM_HeroFacade bounds cm: size=({mx.x - mn.x:.1f}, {mx.y - mn.y:.1f}, {mx.z - mn.z:.1f}) "
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