gameplay: walkable demo map, reset and pause

Tools/ue_build_demo_map.py builds /Game/Hollywood/DemoMap: sun, sky, the hero
facade on the building line, six site meshes imported with collision, and a
player start on the north sidewalk. Tools/ue_import_site.py imports the site
FBXs; terrain, road and sidewalks use complex-as-simple so a simple hull cannot
ramp over the kerbs. Art/blender/site/export_site_fbx.py exports one FBX per
object so each can carry its own collision.

Reset (R) and pause (Escape) join the character and the input context: reset
restores the spawn transform and clears momentum, pause is a real game pause that
releases the cursor. DefaultInput.ini captures the mouse on launch.

Three placement defects found by measuring the imported actors rather than
trusting the plan: the spawn was on the wrong sidewalk because the FBX flip
inverts north, a mirror I added to the exporter double-corrected an already
correct sidewalk, and the street meshes only carry part of the north walk - the
rest is terrain.
This commit is contained in:
zwitschi committed 2026-11-07 13:17:24 +01:00
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# Build /Game/Hollywood/DemoMap: the walkable demo level.
#
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_build_demo_map.py -nullrhi -unattended -nopause -stdout
#
# Content this map expects (built by earlier steps):
# /Game/Hollywood/ElCapitan/SM_HeroFacade Tools/ue_hero_facade_import.py
# /Game/Hollywood/Site/... Tools/ue_import_site.py
#
# Map conventions, from Geo/manifests/local-origin.md:
# X east, Y south, Z up, centimetres, origin at Hollywood x Highland.
# The player starts on the north sidewalk opposite the hero frontage, looking
# south at it, which is the view the reference photographs were taken from.
#
# Every actor is (re)created by label, so rerunning the script rebuilds the map
# deterministically instead of stacking duplicates.
import unreal
MAP = "/Game/Hollywood/DemoMap"
RESULT = "/tmp/gigline/demo-map.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def spawn(cls, loc, label, rot=None):
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(cls, loc)
if actor is None:
log(f"spawn {cls} failed")
return None
if rot is not None:
actor.set_actor_rotation(rot, False)
actor.set_actor_label(label)
return actor
def clear(prefixes=()):
removed = 0
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
label = actor.get_actor_label()
if label.startswith(prefixes):
unreal.EditorLevelLibrary.destroy_actor(actor)
removed += 1
return removed
def build():
# --- level ------------------------------------------------------------
if unreal.EditorAssetLibrary.does_asset_exist(MAP):
if not unreal.EditorLevelLibrary.load_level(MAP):
log(f"could not load {MAP}")
return
else:
if not unreal.EditorLevelLibrary.new_level(MAP):
log(f"could not create {MAP}")
return
removed = clear(("Demo_", "PlayerStart", "Hero_Facade"))
log(f"cleared {removed} previous demo actors")
# --- lighting ---------------------------------------------------------
spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 2000), "Demo_Sun",
unreal.Rotator(pitch=-35.0, yaw=200.0, roll=0.0))
spawn(unreal.SkyLight, unreal.Vector(0, 0, 2000), "Demo_SkyLight")
spawn(unreal.SkyAtmosphere, unreal.Vector(0, 0, 0), "Demo_Sky")
log("staged: sun, sky light, sky atmosphere")
# --- hero facade on the measured building line ------------------------
hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
if hero:
actor = spawn(unreal.StaticMeshActor, unreal.Vector(-10722.5, -1443.0, 0.0), "Hero_Facade")
if actor:
actor.static_mesh_component.set_static_mesh(hero)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
log("staged: Hero_Facade at the building line")
else:
log("MISSING: SM_HeroFacade — run Tools/ue_hero_facade_import.py")
# --- site meshes, if they have been imported --------------------------
imported = 0
for name in ("Terrain_DEM", "Road_Hollywood", "Sidewalk_South", "Sidewalk_North",
"Kerb_South", "Kerb_North"):
mesh = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Site/{name}")
if mesh is None:
continue
actor = spawn(unreal.StaticMeshActor, unreal.Vector(0, 0, 0), f"Demo_{name}")
if actor:
actor.static_mesh_component.set_static_mesh(mesh)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
imported += 1
log(f"staged {imported} site meshes from /Game/Hollywood/Site")
# --- player start: north sidewalk, facing the hero frontage -------------
# Signs were measured from the imported meshes rather than assumed: the FBX
# preset flips north, so in Unreal the road spans Y -1382..+1047, the NORTH
# sidewalk is at Y -1912..-1053 and the SOUTH sidewalk at Y +718..+1447. The
# facade stands at Y -1450. Stand on the north sidewalk and look north (-Y).
spawn(unreal.PlayerStart, unreal.Vector(-10722.5, -3500.0, 120.0), "Demo_PlayerStart",
unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0))
log("staged: Demo_PlayerStart on the north sidewalk facing south")
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), MAP)
log(f"save_map {MAP}: {saved}")
try:
build()
except Exception as exc: # noqa: BLE001
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
with open(RESULT, "w") as f:
f.write("\n".join(lines) + "\n")