- Tools/facade_kit_build.py: the reusable kit (pilaster, sill, lintel, window bay,
shopfront bay, door bay, cornice, parapet + coping) at the measured 4.96 m bay
and 3.10 m storey; 16 meshes exported per object through the shared preset with
a JSON part report recording dims and evidence.
- Tools/ue_import_facade_kit.py: imports to /Game/Hollywood/Kit with
complex-as-simple collision, so thin panes keep their real faces.
- Tools/ue_apply_facade_kit.py: assembles from each building's own bounding box
(bays = round(width/4.96), storeys above the ground floor) with shopfronts at
street level, windows above, pilasters on bay boundaries, cornice and parapet at
the top. Clears a previous application; unique labels per building.
638 pieces across six frontage buildings and both north buildings.
Two bugs fixed en route: the window piece was modelled entirely at +Y so it sat
inside the solid wall and was invisible (now projects 3 cm proud with glazing
6 cm inset), and clearing materials mid-build invalidated handles.
Screenshots re-rendered; window rhythm now reads (edge transitions per row rose
from flat to ~197 on the spawn view).