tools: visual-review screenshot pipeline
- AGigLineShotActor (dev-only): walks a fixed camera list in -game mode, captures via FScreenshotRequest, quits. Test content only. - ue_build_review_map.py builds /Game/Test/ReviewMap from current content (gray floor, key light, sky, MPFB character, 1 m scale cubes). - render_screenshots.sh: build map -> run game -> collect PNGs into gitignored Screenshots/. - Screenshots/README.md (committed) describes each capture with approval state; AGENTS.md gains the visual-review instructions.
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# Builds /Game/Test/ReviewMap — the visual-review scene — and saves it as a
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# map asset. Run before the screenshot pass (Tools/render_screenshots.sh does
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# this automatically).
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#
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# Scene: metric floor, key light, fill sky, sky atmosphere, MPFB character,
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# the three 1 m scale cubes, and an AGigLineShotActor with the camera list.
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#
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# UnrealEditor-Cmd <uproject> -run=pythonscript -script=<repo>/Tools/ue_build_review_map.py \
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# -nullrhi -unattended -nopause -stdout
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#
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# Do NOT load_map here: after a map load the commandlet's spawn context dies
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# (every spawn_actor call returns None). Everything is spawned into the
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# default world and saved as a new map asset.
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import os
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import unreal
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RESULT = "/tmp/ue-review-map-result.txt"
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MAP_PATH = "/Game/Test/ReviewMap"
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lines = []
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def log(msg):
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lines.append(str(msg))
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def spawn(cls, loc, label=None, scale=None, rot=None):
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a = unreal.EditorLevelLibrary.spawn_actor_from_class(cls, loc)
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if a is None:
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log(f"spawn {cls.__name__} returned None")
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return None
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if rot is not None:
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a.set_actor_rotation(rot, False)
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if scale is not None:
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a.set_actor_scale3d(scale)
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if label:
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a.set_actor_label(label)
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return a
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# --- scene -------------------------------------------------------------------
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try:
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# Neutral gray floor material (the scale-test mesh ships red)
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floor_mat = None
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if not unreal.EditorAssetLibrary.does_asset_exist("/Game/Test/M_ReviewFloor"):
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floor_mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
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"M_ReviewFloor", "/Game/Test", unreal.Material, unreal.MaterialFactoryNew())
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n = unreal.MaterialEditingLibrary.create_material_expression(
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floor_mat, unreal.MaterialExpressionConstant3Vector)
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n.set_editor_property("constant", unreal.LinearColor(0.35, 0.35, 0.35, 1.0))
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unreal.MaterialEditingLibrary.connect_material_property(
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n, "", unreal.MaterialProperty.MP_BASE_COLOR)
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unreal.MaterialEditingLibrary.recompile_material(floor_mat)
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unreal.EditorAssetLibrary.save_loaded_asset(floor_mat)
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else:
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floor_mat = unreal.EditorAssetLibrary.load_asset("/Game/Test/M_ReviewFloor")
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floor_mesh = unreal.EditorAssetLibrary.load_asset("/Game/Test/ScaleTest/ScaleTest_A")
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if floor_mesh and floor_mat:
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floor = spawn(unreal.StaticMeshActor, unreal.Vector(450, 450, -50.0), "ReviewFloor",
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scale=(45.0, 45.0, 0.1))
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if floor:
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floor.static_mesh_component.set_static_mesh(floor_mesh)
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floor.static_mesh_component.set_material(0, floor_mat)
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log("staged: floor (45 m plane, gray)")
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else:
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log("floor spawn failed")
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if spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 900), "RenderKeyLight",
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rot=unreal.Rotator(pitch=-38.0, yaw=35.0, roll=0.0)):
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log("staged: DirectionalLight")
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if spawn(unreal.SkyLight, unreal.Vector(0, 0, 1200), "RenderFillSky"):
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log("staged: SkyLight")
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if spawn(unreal.SkyAtmosphere, unreal.Vector(0, 0, 0), "RenderSky"):
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log("staged: SkyAtmosphere")
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char_mesh = unreal.EditorAssetLibrary.load_asset("/Game/Test/Character/character")
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if char_mesh:
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ch = spawn(unreal.SkeletalMeshActor, unreal.Vector(0, 0, 0), "ReviewCharacter",
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rot=unreal.Rotator(pitch=0.0, yaw=180.0, roll=0.0))
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if ch:
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ch.skeletal_mesh_component.set_skinned_asset_and_update(char_mesh)
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log("staged: MPFB character at origin, facing -Y")
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else:
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log("MISSING: /Game/Test/Character/character")
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for name, x in (("ScaleTest_A", -400.0), ("ScaleTest_B", 0.0), ("ScaleTest_C", 400.0)):
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m = unreal.EditorAssetLibrary.load_asset(f"/Game/Test/ScaleTest/{name}")
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if m:
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c = spawn(unreal.StaticMeshActor, unreal.Vector(x, 600.0, 50.0), f"Cube_{name}")
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if c:
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c.static_mesh_component.set_static_mesh(m)
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log(f"staged: {name} at ({x}, 600, 50)")
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shots = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
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if shots:
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shots.set_editor_property("shot_locations", [
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unreal.Vector(900, -1100, 500),
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unreal.Vector(200, -300, 160),
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unreal.Vector(200, 100, 200),
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])
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shots.set_editor_property("shot_rotations", [
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unreal.MathLibrary.find_look_at_rotation(
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unreal.Vector(900, -1100, 500), unreal.Vector(100, 200, 80)),
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unreal.MathLibrary.find_look_at_rotation(
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unreal.Vector(200, -300, 160), unreal.Vector(0, 0, 85)),
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unreal.MathLibrary.find_look_at_rotation(
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unreal.Vector(200, 100, 200), unreal.Vector(0, 600, 50)),
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])
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shots.set_editor_property("shot_names", ["overview", "character", "scale-cubes"])
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shots.set_editor_property("quit_when_done", True)
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log("staged: ShotSequencer with 3 cameras")
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except Exception as exc: # noqa
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log(f"staging failed: {exc!r}")
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# --- save --------------------------------------------------------------------
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try:
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world = unreal.EditorLevelLibrary.get_editor_world()
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saved = unreal.EditorLoadingAndSavingUtils.save_map(world, MAP_PATH)
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log(f"save_map {MAP_PATH}: {saved}")
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except Exception as exc: # noqa
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log(f"save_map failed: {exc!r}")
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with open(RESULT, "w") as f:
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f.write("\n".join(lines) + "\n")
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