UE export hygiene (unreal-export skill checklist) plus a gameplay defect the new
probe caught:
- FBX export now uses mesh_smooth_type="FACE" (was OFF, which is why every import
logged "No smoothing group information was found"), and the round parts are
shaded with shade_smooth_by_angle(35 deg) before export, so columns and
medallions read round instead of faceted.
- SM_HeroFacade had complex-only collision, so capsule sweeps and line traces
passed through the wall: the player could walk through the hero facade.
auto_generate_collision was tried and rejected (coarse hulls bulged into the
street; the QA wall probe went 0/35 -> 2/35). It now uses UseComplexAsSimple,
saved on the asset, like the terrain.
- New -qaselftest facade occlusion probe: 40 m traces sideways from the road
centre at walking height, required only where a building is staged (explicit X
spans mirroring ue_build_demo_map). Result 0/9 -> PASS, alongside transect
0 holes and wall probe 0/35.
Docs: release-checks records the probe and both collision attempts; Tools/README
lists the new phase; MEMORY records the smoothing/collision lessons.
Tools/hero_facade_build.py builds the north elevation parametrically and writes
a JSON report naming the evidence behind every part: the 25.75 m frontage and
14.5 m height are measured, the 4.96 m column bay comes from the sibling notes
and matches that frontage, the three portal flights follow the photographs (five
risers, overturning the inherited eight-step, 12 m wide claim), and the rest is
labelled assumption.
Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset
(2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured
building line of /Game/Hollywood/DemoMap.
Two new review shots at review-04 and review-05, both pending approval. Camera
placement cost four renders: the first two sat inside the facade body, and the
frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of
the building line in project terms.