Regenerated the street blend from OSM and the DEM (the code was already correct: 279.6 m centreline,
saved clean) and sampled both surfaces at the player's X in metres:
Road_Hollywood y -9.0..-9.1, z 0.87..0.94
Sidewalk_North y +11.9..+12.0, z 1.51..1.59
The road is the south band at about 0.9 m and the north sidewalk is about 1.55 m - exactly a kerb
above it, which is what the generator is supposed to produce. The source is correct.
In the engine, at the player's Y (the north sidewalk band) the trace reports Road_Hollywood at 366 cm:
the road is neither in that Y band nor at that height in the source. So the mismatch is introduced
between Blender and Unreal - the FBX Y mirror documented in export_site_fbx.py, or the importer's
transform - not by the geometry or the placement code.
No screenshot signoff is requested: nothing visual has changed, and approving these captures would
mean approving that defect.
Added a -profile probe: one downward trace every 20 m along the street at the player's Y, naming
the surface each time. It settles the question the bounding boxes could not:
x=-14336..-2336 z=366 Road_Hollywood (flat)
x=-336 z=302 Road_Hollywood
x=1664 z=5 Terrain_DEM
The road is FLAT at 366 cm across the demo block, while the sidewalk slices follow the DEM and
descend 380 -> 104 cm. So the ~2 m gap is not an import artefact and not a collision problem: the
road itself does not follow the elevation the sidewalks follow.
That also explains why every sidewalk fix failed - the surface the player stands on is this flat
road, and the sloped sidewalk is metres below it.
Next: how rows is built in Art/blender/street/street_mesh.py. The road and the sidewalk read the same
dem_z(x, y), so a flat road means the sampler returns the same value for every row.
Checked the obvious escape route and closed it: there are no duplicate Demo_Road_Hollywood actors after
several import rounds - one actor, identity transform, mesh Z -44..366. So the height the trace reports
is the road mesh's own local height at that XY, not a stale actor or a far-side polygon.
In the source blend the road and sidewalk sit within a kerb height of each other at the same street
position, so the ~2 m gap appears after the mesh leaves Blender. That points at the import path - unit
handling or the Y mirror documented in export_site_fbx.py - rather than the strip generation, and it is
the next thing to test.
Two findings, one a bug and one the real cause.
Bug: the far cut of each slice used clear_outer=True, which kept the wrong half, so every 'slice'
still spanned to the end of the street and inherited the same far-away bbox maximum - which is why
slicing appeared to change nothing. Both cuts now keep the middle, and the slices are disjoint:
their tops read 380, 340, 309, 284, 254, 231, 205, 169, 138, 104 cm along the street.
Real cause: at the player's X (-133 m) the sidewalk tops out at 169 cm while Road_Hollywood is at
366 cm. The road is about 2 m ABOVE its sidewalk, so the player lands on the road and no collision
setting on the sidewalk can change that - the sidewalk is not where the street is. The two surfaces
were generated from different elevation passes and no longer meet at the kerb.
That is site-pipeline data, not placement. The next step is to regenerate road and sidewalks from
one elevation pass so they meet at the kerb, which is one export, one import and one 14 s probe now
that the loop is fast.
The ground measurement was the slowest part of every iteration: the game ran until the shell's
timeout because nothing told it to stop. -probes now logs the top surface, the capsule and the
body's lowest point three seconds after spawn and quits on the next tick. A run went from minutes
to 13.7 s, which is the difference between one experiment per turn and one per five minutes.
Also applied set_complex_collision_as_simple to sidewalks and kerbs, as the terrain already had:
it did not make them block, so that flag is not their problem either.
And a correction that matters: the road is 366 and the sidewalk 380 in the shipped map. The 158 cm
I measured earlier came from the site blend's own Z datum, which sits about 2.2 m below the map's
because the terrain was added after that blend was written. So the float is about 14 cm - the
character stands on the road because the sidewalk does not collide - not the metre it looks like
against the kerb.
The site exporter now splits sidewalks and kerbs into ~20 m pieces
(SEGMENTED / SEGMENT_M in Art/blender/site/export_site_fbx.py), 56 slices in all, so each has a
bounding box that means something where it stands instead of reporting the highest point on a
279 m slope. They import and stage (63 site meshes in the demo map).
The hypothesis behind it is dead, and that is the useful part: with the invisible sidewalk
stopgap retired, the player now falls to Road_Hollywood at 366 - the slices do not block either.
So the 279 m aspect ratio was never the cause; a 20 m slice of the same mesh fails identically.
The sidewalk geometry itself is what does not collide, and the next place to look is its shape -
an open surface with no volume, inverted winding or zero-thickness triangles - not the import
flags and not the size.
The stopgap retirement stands: the player walks on the road, which is real geometry that does
collide, rather than on an invisible ledge.
Records the finding rather than the tool that failed to fix it: the staged Sidewalk_North mesh
carries QueryAndPhysics and CTF_USE_SIMPLE_AND_COMPLEX with auto-generated collision, and still
lets both a trace and a capsule through. The likely cause is a degenerate convex hull for a
279 m x 8.6 m x 3.8 m slab, plus one-sided complex collision - and bOneSidedGeometry no longer
exists on BodySetup in 5.8, so the flag cannot be flipped from Python.
The working stopgap stays (invisible cube, top at Z 380, verified by trace), and the real fix is
recorded where it belongs: split the sidewalk into segments or export UCX boxes so the collision
is a set of sane hulls.
Deletes Tools/ue_fix_ground_collision.py: it targeted a property that does not exist, and a
broken tool left in the tree is worse than the knowledge written down.
The skin was never grey. A red test colour reached the render and the slot was confirmed
holding M_Character_Skin, so the material and the assignment were both fine - the body
was simply standing in building shadow and lit almost entirely by the blue skylight
(intensity 2.6). Warm skin under blue fill reads blue-grey.
Raising the sun from pitch -62 to -74, same camera:
face (99, 98, 100) -> (131, 121, 117)
arms (67, 74, 81) -> (71, 78, 85)
This touches every approved shot, so it sits on the branch for the owner's approval
rather than being folded in. Also records that the Unreal commandlet silently drops
unknown switches, which is why a --unlit-test flag never took effect.
Solidify thickness went from 1 cm to 2 cm and the shell is fattened 8 mm along its own
normals afterwards. That closed the shoulders, hips and knees where the body was
showing through the cloth.
Evaluation against the blueprint, same shot and box before and after:
mean deltaE 31.9 -> 21.8
palette deltaE 25.4 -> 19.7
aspect delta 1.24 -> 1.22
Also fixes a crash I introduced: binding the materials in Tick used
ConstructorHelpers::FObjectFinder, which is fatal outside a constructor - the game died
with 'FObjectFinders can't be used outside of constructors' and the render run failed
with signal 11. The binding now lives in BeginPlay and uses LoadObject.
Not fixed, and recorded: the arms and face still render neutral grey, so
M_Character_Skin itself is suspect rather than the assignment.
Follows the character-artist clothing workflow literally: duplicate the body's own
faces for the garment base, solidify for cloth thickness, and keep each piece a
separate mesh. Attached as leader-pose components beside the hair, so no second rig.
- Tools/character_clothing_build.py builds three garments from the body mesh, trimmed
geometrically (height band plus a width limit) instead of by dominant bone: the bone
filter left holes wherever a face's strongest bone was outside the allowed list.
- Tools/ue_character_clothing_import.py imports them as CharacterTee / CharacterJeans /
CharacterShoes, each arriving with its own single material slot.
- The pawn attaches all three, hidden with the body in first person.
Three traps recorded in MEMORY.md, each of which cost a build: MPFB weights its helper
geometry to groups that dominate every vertex, Blender refuses to apply a modifier to a
mesh with shape keys, and object-mode polygon selection is discarded on entering edit
mode - the delete wiped the whole garment.
Known defects, in TODO.md: the garments have coverage holes at shoulders, hips and
knees, and the hair reads light and wispy since its material was repointed to the
masked strand sheet.
Two tools that turn character work into something measurable.
- Tools/comfyui_character_blueprint.py generates a four-view sheet (front, side, back,
head) plus a contact sheet from one description, with fixed seeds and a JSON record
of prompts and prompt ids. First sheet: 'GigLine walker', lean pedestrian in a navy
tee, jeans and sneakers.
- Tools/character_match.py compares a rendered character against a sheet: figure
aspect, fill and coverage deltas, mean CIE76 colour distance, dominant-palette
distance, and a side-by-side montage. The deltas stay separate on purpose - a single
similarity score between a photoreal sheet and a low-detail body would be a number
with no meaning.
- comfyui_generate.py grew wait_for_image() so both tools share the polling path
instead of duplicating it.
- 13 unit tests for the colour maths, masks and palette; 95 tool tests pass.
First real result, recorded rather than smoothed over: aspect delta 1.24, fill delta
0.12, mean deltaE 31.9, palette deltaE 25.4. The montage shows the reason - the model
is a nude body and the blueprint wears a tee and jeans, so clothing dominates every
metric. Figure segmentation is explicit (--render-box): auto-detection picked backdrop
blobs on every attempt, and a background plate is the proper fix.
Follows the character-artist skill on two points it is explicit about: hair for a
game character is a card system, and swappable parts stay separate meshes.
- Tools/character_hair_build.py builds SM_Char_Hair: a scalp cap plus 18 cards in
three rings, quads only, every vertex weighted 1.0 to the head bone, UV-mapped for
the strand sheet from Tools/generate_character_textures.py. 321 verts / 404 tris.
- Tools/ue_character_hair_import.py imports it as its own skeletal mesh, which is the
point: joined into the body, Unreal collapses the second material slot and the hair
renders with the skin material.
- The pawn carries it as a second USkeletalMeshComponent on SetLeaderPoseComponent, so
it follows the head bone with no second rig and hides with the body in first person.
Still wrong and recorded: the cards point outward, so the silhouette reads as a spiked
crown rather than a short cut. The next pass orients them tangentially along the
skull with a second overlapping row. Tools/ue_character_materials.py also segfaults in
the headless commandlet when editing a material graph, so the generated textures are
not wired yet and the hair keeps its Blender base colour.
Both were owner-requested removals. Nothing else referenced the review file except a
MEMORY entry, which now says the per-shot Approved column of Screenshots/README.md is
the only and authoritative record; release-checks keeps the 0.1.0 packaged-build
measurement as numbers and notes that its capture is no longer in the repository.
The character now stands naturally: arms at its sides with a soft elbow bend, hands
at the hips, feet flat. Both character shots confirm it, front and back.
The root cause was not the pose. The FBX importer had been silently refusing to
replace the existing assets: after changing the arm base from 1.55 rad to 0.55 rad
and rebuilding, the imported clip returned the IDENTICAL bone quaternion
(+0.006, +0.002, -0.179, -0.984). replace_existing=True was set and delete_asset
returned False even after chmod u+w, because the pawn's constructor hard-references
the clips. Importing under a new name (CharacterV2) created fresh assets and the
same probe then returned (+0.439, +0.898) — the rotation had landed. Every earlier
attempt had been invisible for this reason.
The rotation itself is measured, not inherited: sweeping it in Blender gives 0.55 rad
for arms down and clear of the body, 0.65 for straight down against the hip, 0.75 for
past vertical and into the torso. It lives in the clamp keys, not in the bind: every
bind experiment was impossible on this shape-keyed MPFB mesh or left Unreal showing
the old bind.
Remaining, for 0.2.2: the fingers splay from the bind, and the walk clip has still
not been captured in motion.
The body stood in an A-pose while the log said the clip was playing. Two
independent defects, found by querying the imported asset instead of guessing:
1. PlayAnimation needs the component in AnimationSingleNode with a live
single-node instance. The body is hidden at construction and only unhidden by
the camera toggle, so the first call could land before the component was ready,
and the Wanted == PlayingAnimation guard then returned forever. UpdateBodyAnimation
now sets the mode, calls SetAnimation + Play, and re-asserts while the instance
is missing.
2. The arms-down offsets lived only in the clip keys. The exporter writes clip data
relative to the rest pose, so they arrived as a ±20 degree swing around an
A-posed bind - which is exactly what the pose probe measured. apply_base_pose now
bakes them into the rest pose before any clip is authored, the same trick
mpfb_character_export.py --pose idle uses. The table is applied with inverted
signs: as written, the FBX axis mapping produced arms raised in a V.
Shot 6 confirms it: the arms hang at the sides. Still open and recorded - the idle
pose reads awkwardly (arms forward, hands splayed) and the walk clip has no shot in
motion; both are marked in TODO.md and Screenshots/README.md.
Instrumentation removed; the diagnostics that remain are behind
gigline.SetupLogs.
Re-importing the exported FBX gives two actions with 1379 f-curves over 137 bones,
so the animation is baked; the defect is engine-side. Records that PlayAnimation
needs AnimationSingleNode mode and that the clip-name log line proves intent, not
effect.
Models the two retail buildings beside the hero from their own photograph rather
than the generic kit: bronze cornice, mural row, lettering band, stepped Deco
parapet and rounded corner tower on 6800 Lee Drug; burgundy fascia, pilasters,
white-framed windows and banded parapet on 6806-6820. Reference analysis written
before any geometry (Art/blender/retail/ref-analysis.md), every unmeasured
proportion carried into the part report as an assumption.
6822 Budget is deferred, not guessed: no photograph of it exists and the 6.0 x 5.5 m
sliver cannot be read out of the neighbour shot.
Pipeline fixes found on the way:
- render_screenshots.sh called ./Engine/... for the capture step while every
commandlet used the absolute path; set -e killed the script at 127 *after* the
maps were rebuilt, so screenshots silently stayed a day old.
- the facade kit applies to every Frontage_*/North_* actor, so it pasted its own
language over the new modelled facades; it now skips them, and the trim stages as
RetailTrim_*.
- pure bay arithmetic moved to Tools/_common.py so it is unit-testable without
Blender (4 new tests, 82 total pass).
Known gaps recorded in Screenshots/README.md, not hidden: the parapet reads as a
blank band, murals and lettering do not resolve at review distance, the tower is a
plain cylinder, and the review camera crops the east end.
Owner decision: prioritise realism, keep the performance target but put it last.
Re-applied on a branch after the first attempt landed directly on main (reverted
there; see b8209ce).
- Quality goals (01 + combined architecture.md): 1 visual realism, 2 geographic
fidelity, 3 walkability/usability, 4 reproducibility/portability, 5 provenance,
6 performance efficiency.
- Quality requirements (10 + combined) reordered to match, with two realism
requirements added (a façade reads like the photographs; placement within ~1 m)
and the scenarios renumbered so QS-1 is the reference comparison, QS-9 the frame
rate.
- Guard on both documents so the order cannot become an excuse: performance is a
floor, not a preference - 60 FPS at 1440p without frame generation must be met at
every release; if realism cannot fit, cut the realism scope deliberately and
record it, never the frame rate. Walkability outranks realism in one direction: a
block you fall through is not a demo.
- Solution strategy and 'quality achievement' lead with realism and describe
performance as a budget, not a driver.
- Docs/release-checks.md: the performance check is the last section and the per-
version check list now opens with realism and closes with performance.
- ROADMAP gains a 'Quality priority' section; AGENTS.md gains the tie-break rule
beside the existing scope-cutting rule.
Owner decision: prioritise realism, keep the performance target but put it last.
- Quality goals reordered (01 + combined architecture.md): 1 visual realism,
2 geographic fidelity, 3 walkability/usability, 4 reproducibility/portability,
5 provenance, 6 performance efficiency.
- Quality requirements (10 + combined) reordered to match, with two new realism
requirements (façade reads like the photographs; placement within ~1 m) and the
quality scenarios renumbered so QS-1 is the reference comparison and QS-9 the
frame rate.
- Both documents carry the same guard so the order cannot become an excuse:
performance is a floor, not a preference - 60 FPS at 1440p without frame
generation must be met at every release; if realism cannot fit, the realism scope
is cut deliberately and recorded, never the frame rate. Walkability outranks
realism in one direction: a block you fall through is not a demo.
- Solution strategy and 'quality achievement' now lead with realism and describe
performance as a budget rather than a driver.
- Docs/release-checks.md: the performance check is the last check, with that reason
stated; ROADMAP gains a 'Quality priority' section; AGENTS.md gains the tie-break
rule beside the existing scope-cutting rule.
- Converted 13 individual .adoc section files to .md via
asciidoctor→docbook5→pandoc(gfm) + post-processing, placed alongside
the .adoc sources in Docs/Architecture/
- Rebuilt architecture.md from the individual section .md files
- Ran prettier --write on all .md in the repo (23 files changed):
normalised table column alignment, trailing whitespace, line breaks
- Added .agents/ to .prettierignore (vendored third-party content)
- All .md now passes prettier --check
The reported fall-through was a misdiagnosis: the player never fell. The
imported Terrain_DEM had only a bounding-box simple collision proxy, so a
downward trace anywhere in the block hit the terrain at Z 819 (the mesh
bbox max) and the street sat under an invisible 8 m lid. Standing on that
box looked plausible, which is why it read as working.
- add UGigLineAssetTools (C++): force CTF_UseComplexAsSimple on a static
mesh. UE 5.8 dropped bUseComplexAsSimpleCollision and Python cannot set
the flag; the builder also saves the asset, since the flag lives there
and a map-only save silently reverts it.
- spawn (-13336, -1150, 600): inside the carved corridor (the cut is a
10.7 m half-width around the road centreline), lands on the road at 456.
- fix ResetToStart returning to the mid-air PlayerStart captured in
BeginPlay: StartLocation is now captured on the first grounded frame.
- HighResShot 1280x720 instead of "1280 720", which is a multiplier.
- add -qaselftest: scripted walk/reset/pause on a core ticker plus a
swept ground transect. Results: walk 746 cm/2 s with Z steady, reset
0 cm from spawn, pause/unpause 1/0, transect 84 samples 0 holes.
- rebase onto main, keeping the frontage materials and placement fixes.
Adds the five remaining verified south-side buildings to the demo block
(6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug),
exported in place from the OSM blockout by Tools/export_block_frontage.py,
imported to /Game/Hollywood/Frontage/ and staged by the demo builder with the
look material set (stone for the theatres, stucco for the retail run).
Adding neighbours exposed a pre-existing placement bug that was invisible while
the hero facade stood alone in an empty field:
- UE south is +Y here (south sidewalk Y +718..+1447), but the hero sat at
Y -1450 on the NORTH side of the street.
- It was also at X -12024..-9420, 26 m east of the 6840 footprint; the frontage
gap between 6902 and 6838 is X -14591..-12082.
- The two north-side buildings were on the SOUTH side, because their exporter
mirrored Y.
Fixes: hero moved to X -13336 / Y +1307, inside its frontage gap; the frontage
and north-building exporters no longer apply a Y mirror (the FBX preset already
lands Blender -Y south on UE +Y south); player start and demo cameras moved to
the north sidewalk looking south; sun raised to pitch -62 so both frontages read
instead of the north side silhouetting.
Result: the demo is a street - continuous south frontage with the hero in it,
both sidewalks, the road with the designated crossing, and the north-side
buildings across the road.
Screenshots re-rendered and approved by the owner.
Squash of branch frontage-block-0.1.0 (PR #6).
Completes "Materials and look development for all exported assets". Every
exported surface previously carried a flat Constant3Vector fill, which read as
plastic. ensure_material() in Tools/ue_build_demo_map.py now builds a
procedural material per surface:
- base colour blended between two shades by world-space noise
(WorldPosition -> Multiply -> Noise -> Lerp -> BaseColor) for large-scale
variation,
- an explicit roughness and specular so the surface type is readable.
M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98,
M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86
Site meshes take their material by mesh name; the hero facade and the two
north-side buildings take theirs by actor label, so they are covered even
though other scripts stage them. Materials are deleted and rebuilt on every
run, so a look change cannot be masked by a stale asset.
Result: the facade reads as warm stone with surface variation, asphalt as dark
asphalt with grain, concrete and kerbs lighter and matte, and the north
buildings in stucco instead of flat grey.
Screenshots re-rendered and approved by the owner. The richer texture-based
pass (baked/procedural brick_facade, seamless_concrete, glass, material
instances) stays in the 0.1.4 facade patch.
Squash of branch materials-lookdev-0.1.0 (PR #5).
Completes "Fixed daytime lighting and basic ambience" for 0.1.0. All 14
screenshots approved by the owner.
Lighting rig (Tools/ue_build_demo_map.py):
- Sun pitch -50 / yaw 120, intensity 4, warm (255/245/230), atmosphere sun light
- Sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008)
- Unbound post-process volume with fixed exposure (min == max brightness) so a
shot cannot wash out or crush to black depending on how much sky it frames
- Dynamic-only: r.AllowStaticLighting=False plus MOVABLE lights and mesh
components, so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer
fires and nothing needs baking
Bugs found and fixed on the way:
- Blender diffuse colours do not survive the FBX -> Unreal import: every site
material arrived white and the terrain arrived with WorldGridMaterial, which
is what actually made the scene look blown out. The demo builder now creates
and assigns M_Asphalt, M_Concrete, M_Ground and M_RoadPaint.
- Only one of the three crossings reached the game: each zebra band was its own
object, so Blender renamed the duplicates .001/.002 and exact-name site
assembly skipped them. All bands are now one Crossing_Markings mesh.
- Demo cameras: street-level sat inside the facade body (rendering its unlit
back face) and the crossing camera aimed at the s=36.6 crossing instead of
the designated s=130.1 (UE X -14956).
- The terrain had no material and imported as a bright default grid.
- Cleared a committed Android File Server SecurityToken (plugin disabled and
shipping-excluded; the value must stay empty).
Docs:
- Screenshots/README.md: one consolidated table for all 14 shots with map,
camera view and description; all approved.
- MEMORY.md: records the material-import, exposure, light_color struct,
band-naming, camera-bounds and lighting-build traps.
- TODO.md: lighting item marked done.
Squash of branch gameplay-lighting-0.1.0 (PR #3).
Root cause of the empty review frames: EditorLevelLibrary.load_level/new_level
are deprecated no-ops in -nullrhi commandlets, so staged actors landed in the
current world and got saved over the wrong map. Switched both map builders to
the LevelEditorSubsystem and reordered the review builder to save ReviewMap
before the DemoMap section (the switch-back to a map that only exists in
memory silently failed, writing demo content over ReviewMap).
Rebuilt both maps, re-rendered every screenshot; user visual check passed.
Screenshots/README.md cube naming corrected (A grounded, B floating), approval
states updated; TODO.md visual-review notes closed. MEMORY.md records the
deprecated-call and save-order traps.
- Tools/judge_screenshot.py: judges a screenshot against an expected-scene
description via OpenRouter multimodal image understanding, reading
OPENROUTER_API_KEY from the ignored .env. --image+--expect for one shot,
--shots to run every review shot in Screenshots/README.md. Returns a
{verdict, confidence, reason, missing} JSON.
- Documented in AGENTS.md (Visual review pre-check step) and Tools/README.md;
recorded the OpenRouter payload format gotcha in MEMORY.md.
The skill-pack entry was swept into another session's commit before it could be
committed on its own. Notes that a shared worktree can commit a shared file for
you - or drop the edit if the file is overwritten - and that git log -S is the
way to check before assuming the edit was lost.
Split the former ROADMAP.md checklists into TODO.md, which now holds
all actionable work and progress marks. ROADMAP.md keeps milestone
goals, scope, and release gates as prose with no checkboxes.
Update AGENTS.md, Docs/, Geo/README.md, MEMORY.md, and README.md to
point to the new file roles.
- mpfb_character_export.py: new --pose idle folds the A/T-bind arms down to
a relaxed standing rest pose (baked via pose.armature_apply before export);
new make_diffuse synthesizes a warm skin-tone diffuse with a darker
shorts-suggestive band, replacing the Cycles v2-skin bake that came out
black and was slow at 1024^2.
- write_png now encodes from img.pixels via numpy (fast) because img.save()
writes black for an in-memory image.
- Re-exported idle character, re-imported to /Game/Test/Character (138 bones,
warm M_Character_Export/T_Character_Diffuse); removed stale T_Skin_Diffuse.
- Untracked the review PNGs again: the Screenshots/ gitignore rule had been
dropped and the parallel session had committed the PNGs, against the
AGENTS.md 'never commit the PNGs' rule. Restored the ignore rule; only
Screenshots/README.md stays tracked.
- README/roadmap/memory updated; review-01-character re-pended for approval.
README rewritten around the actual state (walkable DemoMap, blockout facades,
planned patches); Tools/README now lists all seventeen tools by role; build.md
gains the content pipeline table and the two enforced rules (one unit conversion,
collision decided at import). Setup gains a content-pipeline row, the toolchain
state notes the demo level exercises the engine path, release checks record the
Blender pre-check that backs traversal, PLAN points at ROADMAP/MEMORY/Screenshots,
and THIRD_PARTY_NOTICES gains rows for the hero facade and the candidate props.
Also fixed the last stale reference to Geo/scripts in MEMORY.md - a sweep found
old paths in six documents after the tool move, which the memory entry now warns
about.
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.