review: restore character + cubes in ReviewMap, re-render all shots

Root cause of the empty review frames: EditorLevelLibrary.load_level/new_level
are deprecated no-ops in -nullrhi commandlets, so staged actors landed in the
current world and got saved over the wrong map. Switched both map builders to
the LevelEditorSubsystem and reordered the review builder to save ReviewMap
before the DemoMap section (the switch-back to a map that only exists in
memory silently failed, writing demo content over ReviewMap).

Rebuilt both maps, re-rendered every screenshot; user visual check passed.
Screenshots/README.md cube naming corrected (A grounded, B floating), approval
states updated; TODO.md visual-review notes closed. MEMORY.md records the
deprecated-call and save-order traps.
This commit is contained in:
zwitschi committed 2026-11-07 16:23:59 +01:00
1 parent ab24ef3b24
commit c9e933376c
22 files changed
+92 -69

No files matched your search

+5 -4
View File
@@ -20,14 +20,15 @@ and exits — about a minute. The camera list lives in
## Scene conventions
- **Floor**: 160 m square, top face at Z 0. The character measures Z 0..83 cm.
- **Cubes**: `Cube_ScaleTest_A` floats at Z 2 m, `Cube_ScaleTest_B` rests on the
floor; both are exactly 1 m — the scale reference.
- **Cubes**: `Cube_ScaleTest_A` rests on the floor, `Cube_ScaleTest_B` floats at
Z 2 m; both are exactly 1 m — the scale reference.
- **Lighting**: one warm key light plus sky fill (review rig, not the `0.1.0`
daytime look). Beyond the floor is open: the horizon is a black band.
## Review-map shots
All ☑ approved 2026-11-07 unless noted. `review-npc-prefab` is new (☐ pending).
All ☑ approved 2026-11-07 (re-rendered with the character and cubes restored;
user visual check passed).
> Naming: shots use their stable `Tools/ue_build_review_map.py` camera name (no
> index prefix), so adding or reordering cameras never renumbers files or
@@ -54,7 +55,7 @@ Rendered from `/Game/Hollywood/DemoMap`, the walkable level. Click an image for
| --- | --- | --- | --- |
| `demo/review-demo-spawn-view.png` | [<img src="demo/review-demo-spawn-view.png" alt="spawn view" width="200">](demo/review-demo-spawn-view.png) | ☑ | Spawn view: north sidewalk, the hero façade across the road |
| `demo/review-demo-street-level.png` | [<img src="demo/review-demo-street-level.png" alt="street level" width="200">](demo/review-demo-street-level.png) | ☑ | Street level: portals, flights, banners, colonnade |
| `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="200">](demo/review-demo-crossing.png) | needs review | The designated mid-block crossing (s=130 m): zebra markings on the road, kerbs flushed to ramps. Camera on the north sidewalk looking south-west. Note: the road renders near-black in shadow — the fixed-daytime-lighting item, not the markings |
| `demo/review-demo-crossing.png` | [<img src="demo/review-demo-crossing.png" alt="crossing" width="200">](demo/review-demo-crossing.png) | ☑ | The designated mid-block crossing (s=130 m): zebra markings on the road, kerbs flushed to ramps. Camera on the north sidewalk looking south-west. Note: the road renders near-black in shadow — the fixed-daytime-lighting item, not the markings |
| `demo/review-demo-north-buildings.png` | [<img src="demo/review-demo-north-buildings.png" alt="north buildings" width="200">](demo/review-demo-north-buildings.png) | ☑ | North-side background buildings (TCL, Tussaud's) across the Blvd |
## What to look for