qa: walkable meshes use SIMPLE_AND_COMPLEX collision (WIP on fall-through)
- ue_import_site.py: switch walkable surfaces (terrain, road, sidewalks) from CTF_USE_COMPLEX_AS_SIMPLE to CTF_USE_SIMPLE_AND_COMPLEX so the capsule blocks against the auto-generated simple collision as well as triangles. - Re-imported site meshes, rebuilt DemoMap with the PlayerStart cap at Z300. Unresolved: packaged plain launch still falls through at spawn in the last verified run (capsule Z-123 -> -1960, no ground trace hit). User confirms the site geometry RENDERS (visible in the distance) but the player is not standing on it. Needs an in-editor/in-window collision verification — headless traces are unreliable. Continue on this branch; do not merge to main.
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@@ -77,8 +77,12 @@ def import_fbx(path, name, collision="complex"):
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log(f"{name:18} import ok size=({mx.x - mn.x:.0f}, {mx.y - mn.y:.0f}, {mx.z - mn.z:.0f}) cm "
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f"min_z={mn.z:.1f} collision=none")
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return
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trace = (unreal.CollisionTraceFlag.CTF_USE_COMPLEX_AS_SIMPLE
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if collision == "complex" else unreal.CollisionTraceFlag.CTF_USE_SIMPLE_AND_COMPLEX)
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# Walkable surfaces block with SIMPLE + COMPLEX collision so the player's
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# capsule always has ground: CFG_USE_SIMPLE_AND_COMPLEX uses the auto-
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# generated simple collision AND the mesh triangles. (Complex-as-simple
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# alone only worked if the mesh carried complex collision, which a default
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# FBX static-mesh import does not.)
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trace = unreal.CollisionTraceFlag.CTF_USE_SIMPLE_AND_COMPLEX
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try:
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body = mesh.get_editor_property("body_setup")
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body.set_editor_property("collision_trace_flag", trace)
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