fix(tools): importers clear the read-only LFS bit before saving; 0.1.3 docs refresh (#29)

Merged PR #29: v0.1.3 packaging and setup fixes

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
This commit was merged in pull request #29.
This commit is contained in:
zwitschi authored and zwitschi committed 2026-11-08 18:53:48 +01:00
1 parent ba68dcfdbc
commit d6d3d54810
17 files changed
+323 -186

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@@ -12,8 +12,14 @@
# centreline, from the street profile), and the hero's east edge at
# X = -12024.5 cm (projected control point in local-origin.md).
import os
import sys
import unreal
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import ue_common # noqa: E402
FBX = "/tmp/gigline/hero-facade.fbx"
DEST = "/Game/Hollywood/ElCapitan"
ACTOR_LABEL = "Hero_Facade"
@@ -56,6 +62,19 @@ def import_fbx():
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
def _make_map_writable(level: str) -> None:
"""Clear the read-only bit an LFS .umap checks out with.
Without this `save_map()` returns False and the staged actor is lost on the
next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap).
"""
content = unreal.Paths.project_content_dir()
rel = level[len("/Game/"):] if level.startswith("/Game/") else level
umap = os.path.join(content, rel + ".umap")
note = ue_common.make_writable(umap)
if note:
log(f"map writable: {note}")
def measure_and_place():
asset = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SM_HeroFacade")
if asset is None:
@@ -99,9 +118,12 @@ def measure_and_place():
comp.set_static_mesh(asset)
comp.set_mobility(unreal.ComponentMobility.STATIC)
log(f"placed {ACTOR_LABEL} at {PLACEMENT_CM} (cm) on {LEVEL}")
_make_map_writable(LEVEL)
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
log(f"save_map {LEVEL}: {saved}")
if not ue_common.require_saved(saved, LEVEL):
log(f"FAILED to save {LEVEL} — staged content will not persist")
try: