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.
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@@ -24,6 +24,16 @@ RESULT = "/tmp/gigline/demo-map.txt"
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lines = []
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# EditorLevelLibrary.load_level/new_level are deprecated no-ops in -nullrhi
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# commandlets (they return without switching worlds, so staged actors land in
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# whatever world is current and get saved over the wrong map). The
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# LevelEditorSubsystem actually switches.
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LES = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
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def switch_level(path):
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return LES.load_level(path)
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def log(msg):
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lines.append(str(msg))
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unreal.log(str(msg))
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@@ -53,11 +63,11 @@ def clear(prefixes=()):
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def build():
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# --- level ------------------------------------------------------------
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if unreal.EditorAssetLibrary.does_asset_exist(MAP):
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if not unreal.EditorLevelLibrary.load_level(MAP):
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if not switch_level(MAP):
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log(f"could not load {MAP}")
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return
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else:
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if not unreal.EditorLevelLibrary.new_level(MAP):
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if not switch_level(MAP):
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log(f"could not create {MAP}")
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return
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