# Imports the hero façade FBX into Unreal with the named preset `ue_metric_v1` # and places it at the measured site position. # # /Engine/Binaries/Linux/UnrealEditor-Cmd -run=pythonscript \ # -script=/Tools/unreal/ue_hero_facade_import.py -nullrhi -unattended -nopause -stdout # # Placement follows Geo/manifests/local-origin.md and the blockout frame: # project X = UTM easting - 376515.389 (east +) # project Y = -(UTM northing - 3774224.083) in Unreal, because the FBX preset # maps Blender +Y (north) to Unreal -Y and Blender +X to Unreal +X. The building # line of the hero block sits at Unreal Y = -1450 cm (14.5 m south of the road # centreline, from the street profile), and the hero's east edge at # X = -12024.5 cm (projected control point in local-origin.md). import os import sys import unreal _HERE = os.path.dirname(os.path.abspath(__file__)) sys.path.insert(0, os.path.dirname(_HERE)) # tools root, for _common sys.path.insert(0, _HERE) # siblings in this folder (ue_common, ue_placement) import ue_common # noqa: E402 import ue_placement # noqa: E402 FBX = "/tmp/gigline/hero-facade.fbx" DEST = "/Game/Hollywood/ElCapitan" ACTOR_LABEL = ue_placement.HERO_ACTOR LEVEL = "/Game/Hollywood/DemoMap" # Unreal centimetres: south-east corner of the façade, on the building line. # Placement lives in Tools/unreal/ue_placement.py. It used to be a literal here, and it # drifted from ue_build_demo_map.py: this file kept the pre-0.1.0 position # (-12024.5, -1450) while the builder staged (-13336, 1307), so running the importer # on its own moved the hero 13 m east and onto the north side of the boulevard. PLACEMENT_CM = ue_placement.HERO_LOCATION_CM RESULT = "/tmp/gigline/hero-facade-import.txt" lines = [] def log(msg): lines.append(str(msg)) # Generated with Tools/gen/comfyui_generate.py texture (AlbedoBase XL, see the sidecar beside the PNG). The # reference facade is coursed rubble-ashlar, not a flat tint, and a texture is what carries that at 45 m. FACADE_ALBEDO = "Art/textures/generated/T_FacadeAshlar_AI.png" FACADE_ALBEDO_ASSET = "T_FacadeAshlar_AI" TEXTURE_DIR = "/Game/Hollywood/Textures" FACADE_TINTS = { # Linear values, sampled from the reference photograph: the blockout's near-white stone was the one # thing the judge kept calling out. The FBX import keeps an existing material asset, so the colour has # to be written into the material after the import - dropping the asset instead broke the mesh's slots. "M_Facade_Stone": (0.34, 0.29, 0.21), "M_Facade_StoneShadow": (0.21, 0.175, 0.125), "M_Facade_GlassDark": (0.02, 0.025, 0.03), "M_Facade_Banner": (0.42, 0.035, 0.03), "M_Facade_Grille": (0.06, 0.06, 0.065), } def import_albedo(): """Import the generated ashlar albedo, if it is on disk. Returns the asset or None.""" # unreal.Paths.project_dir() is Game/GigLine, not the repository root: the textures live beside Art/, # two levels above this file. repo_root = os.path.dirname(os.path.dirname(os.path.abspath(__file__))) path = os.path.join(repo_root, FACADE_ALBEDO) if not os.path.exists(path): log(f"albedo missing: {path}") return None task = unreal.AssetImportTask() task.filename = path task.destination_path = TEXTURE_DIR task.destination_name = FACADE_ALBEDO_ASSET task.automated = True task.save = True task.replace_existing = True unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) asset = unreal.EditorAssetLibrary.load_asset(f"{TEXTURE_DIR}/{FACADE_ALBEDO_ASSET}") log(f"albedo imported: {asset.get_path_name() if asset else 'FAILED'}") return asset def tint_imported_materials(): """Rebuild each imported facade material in place with the reference colour and the stone albedo. Assigning new material assets to the mesh's slots does NOT persist: the slot list returned by `get_editor_property("static_materials")` is a copy, and after a reload the mesh still points at the originals - measured, twice. Editing the imported material assets themselves is what sticks, because the mesh already references them by name. This is also the step that finally moves the stone off a flat tint. Albedo is multiplied by a tint rather than used raw, so the generated texture's brightness stays inside the reference's range. """ library = unreal.MaterialEditingLibrary albedo = import_albedo() rebuilt = 0 for base, rgb in FACADE_TINTS.items(): path = f"{DEST}/{base}" if not unreal.EditorAssetLibrary.does_asset_exist(path): log(f"{base}: missing, not rebuilt") continue material = unreal.EditorAssetLibrary.load_asset(path) if material is None: log(f"{base}: could not load") continue library.delete_all_material_expressions(material) colour = library.create_material_expression( material, unreal.MaterialExpressionConstant3Vector, -600, 200) colour.set_editor_property("constant", unreal.LinearColor(rgb[0], rgb[1], rgb[2], 1.0)) source = colour if albedo is not None and base in ("M_Facade_Stone", "M_Facade_StoneShadow"): sample = library.create_material_expression( material, unreal.MaterialExpressionTextureSampleParameter2D, -900, -100) sample.set_editor_property("parameter_name", f"Albedo_{base}") sample.set_editor_property("texture", albedo) sample.set_editor_property("sampler_type", unreal.MaterialSamplerType.SAMPLERTYPE_COLOR) uvs = library.create_material_expression( material, unreal.MaterialExpressionTextureCoordinate, -1150, -100) uvs.set_editor_property("u_tiling", 6.0) uvs.set_editor_property("v_tiling", 6.0) library.connect_material_expressions(uvs, "", sample, "UVs") multiply = library.create_material_expression( material, unreal.MaterialExpressionMultiply, -300, 0) library.connect_material_expressions(sample, "RGB", multiply, "A") library.connect_material_expressions(colour, "", multiply, "B") source = multiply library.connect_material_property(source, "", unreal.MaterialProperty.MP_BASE_COLOR) library.recompile_material(material) saved = unreal.EditorAssetLibrary.save_loaded_asset(material) log(f"{base}: rebuilt (albedo {'yes' if source is not colour else 'no'}), saved {saved}") rebuilt += 1 log(f"rebuilt {rebuilt} facade materials") def drop_stale_mesh(): """Remove the imported mesh so its material slots are rebuilt from the FBX. An earlier pass deleted the facade materials without the mesh, and the mesh kept pointing at the deleted objects: every slot fell back and the whole elevation rendered in one colour with no banners or windows. """ path = f"{DEST}/SM_HeroFacade" if unreal.EditorAssetLibrary.does_asset_exist(path): unreal.EditorAssetLibrary.delete_asset(path) log(f"dropped stale mesh {path}") def drop_stale_materials(): """Delete the imported facade materials so the FBX recreates them with the current colours. Unreal keeps an existing material asset when an FBX that references the same name is re-imported, so a colour change in the Blender builder never reached the engine - the wall stayed the blockout's near-white through several rebuilds. Deleting first is what makes the material part of the model. """ dropped = [] for name in ("M_Facade_Stone", "M_Facade_StoneShadow", "M_Facade_GlassDark", "M_Facade_Banner", "M_Facade_Grille"): path = f"{DEST}/{name}" if unreal.EditorAssetLibrary.does_asset_exist(path): unreal.EditorAssetLibrary.delete_asset(path) dropped.append(name) log(f"dropped stale materials: {dropped if dropped else 'none'}") def import_fbx(): task = unreal.AssetImportTask() task.filename = FBX task.destination_path = DEST task.destination_name = "SM_HeroFacade" task.automated = True task.save = True task.replace_existing = True ui = unreal.FbxImportUI() ui.import_mesh = True ui.import_materials = True ui.import_textures = False ui.import_as_skeletal = False smd = ui.static_mesh_import_data smd.import_uniform_scale = 1.0 smd.combine_meshes = True smd.convert_scene_unit = False smd.force_front_x_axis = False smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS task.options = ui unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task]) unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True) def _make_map_writable(level: str) -> None: """Clear the read-only bit an LFS .umap checks out with. Without this `save_map()` returns False and the staged actor is lost on the next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap). """ content = unreal.Paths.project_content_dir() rel = level[len("/Game/"):] if level.startswith("/Game/") else level umap = os.path.join(content, rel + ".umap") note = ue_common.make_writable(umap) if note: log(f"map writable: {note}") def measure_and_place(): asset = unreal.EditorAssetLibrary.load_asset(f"{DEST}/SM_HeroFacade") if asset is None: log(f"MISSING {DEST}/SM_HeroFacade") return # Collision: complex-as-simple, not auto-generated convex hulls. # The facade is 95 separate parts across 26 m; Unreal's auto hull generation # wraps them in a few coarse hulls that bulged into the street (the QA wall # probe went 0/35 -> 2/35 after trying it). Complex-as-simple makes the real # triangles the simple collision, so line traces and capsule sweeps block on # the actual wall — the same approach used for the terrain, for the same # reason. The flag lives on the asset, so save it explicitly. unreal.GigLineAssetTools.set_complex_collision_as_simple(asset, True) saved = unreal.EditorAssetLibrary.save_loaded_asset(asset) log(f"collision: {unreal.GigLineAssetTools.get_collision_complexity(asset)} (saved={saved})") box = asset.get_bounding_box() mn, mx = box.min, box.max log(f"SM_HeroFacade bounds cm: size=({mx.x - mn.x:.1f}, {mx.y - mn.y:.1f}, {mx.z - mn.z:.1f}) " f"min=({mn.x:.1f}, {mn.y:.1f}, {mn.z:.1f})") # StaticMaterial is a struct wrapper: the material is its material_interface. names = [] for sm in asset.get_editor_property("static_materials"): mat = sm.get_editor_property("material_interface") names.append(mat.get_name() if mat else "None") log(f"materials: {names}") # Place on the demo map if it exists; otherwise create it from the empty level. if unreal.EditorAssetLibrary.does_asset_exist(LEVEL): unreal.EditorLevelLibrary.load_level(LEVEL) else: if not unreal.EditorLevelLibrary.new_level(LEVEL): log(f"could not create {LEVEL}") return for actor in unreal.EditorLevelLibrary.get_all_level_actors(): if actor.get_actor_label() == ACTOR_LABEL: unreal.EditorLevelLibrary.destroy_actor(actor) actor = unreal.EditorLevelLibrary.spawn_actor_from_class( unreal.StaticMeshActor, unreal.Vector(*PLACEMENT_CM)) actor.set_actor_label(ACTOR_LABEL) comp = actor.static_mesh_component comp.set_static_mesh(asset) comp.set_mobility(unreal.ComponentMobility.STATIC) log(f"placed {ACTOR_LABEL} at {PLACEMENT_CM} (cm) on {LEVEL}") # Prove it landed on its verified footprint, not merely that it spawned. box = asset.get_bounding_box() if asset else None if box: lo = box.min.x + PLACEMENT_CM[0] hi = box.max.x + PLACEMENT_CM[0] problem = ue_placement.describe_span_failure("hero", lo, hi) if problem: log(f"PLACEMENT ERROR: {problem}") else: log(f"span ok: X {lo:.0f}..{hi:.0f}") _make_map_writable(LEVEL) saved = unreal.EditorLoadingAndSavingUtils.save_map( unreal.EditorLevelLibrary.get_editor_world(), LEVEL) log(f"save_map {LEVEL}: {saved}") if not ue_common.require_saved(saved, LEVEL): log(f"FAILED to save {LEVEL} — staged content will not persist") try: drop_stale_mesh() drop_stale_materials() import_fbx() tint_imported_materials() measure_and_place() except Exception as exc: # noqa: BLE001 import traceback log(f"FAILED: {type(exc).__name__}: {exc}") log(traceback.format_exc()) with open(RESULT, "w") as handle: handle.write("\n".join(lines) + "\n")