qa: walkable demo fixed — terrain collision root cause, spawn, and a scripted QA pass #7
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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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