qa wip: collide site meshes, spawn cap above grade (still investigating fall-through)

- ue_import_site.py: auto_generate_collision=True so FBX static meshes get
  real collision geometry (they imported with none -> complex-as-simple had
  nothing to use, player fell through).
- ue_build_demo_map.py: PlayerStart cap raised to Z300 so the capsule feet
  start above the ~Z99-138 terrain surface there (an embedded spawn point is
  rejected -> 'NO PLAYERSTART with positive rating' -> origin fallback).
- Re-imported site meshes + rebuilt DemoMap with the above.

KNOWN-UNRESOLVED: packaged plain launch still spawns the capsule around
Z-123 and falls; downward trace finds no geometry. Map assets are all present
in the pak and referenced; runtime collision behavior needs a visual/interactive
check (headless commandlet traces are unreliable). Investigate on this branch;
do not merge to main.
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zwitschi committed 2026-11-08 10:33:40 +01:00
1 parent 1cc487b916
commit eb199ccce6
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@@ -50,6 +50,12 @@ def import_fbx(path, name, collision="complex"):
smd.convert_scene_unit = False
smd.force_front_x_axis = False
smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
# Generate collision at import. A default FBX static-mesh import creates NO
# collision primitives, so CTF_USE_COMPLEX_AS_SIMPLE later has nothing to use
# and the player falls through the walkable surfaces (observed at runtime:
# ground trace under the spawn hits nothing). auto_generate_collision bakes
# collision geometry into the mesh so the walkable plane actually blocks.
smd.auto_generate_collision = True
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])