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