The editor warned 'LIGHTING NEEDS TO BE REBUILT' (Build Lighting Only / BuildLighting) because the sun and sky were Stationary with no baked lightmap. The demo is a fixed daytime scene lit entirely dynamically, so: - Config/DefaultEngine.ini: r.AllowStaticLighting=False - nothing to build. - DemoMap + ReviewMap builders: sun, sky light, height fog and the staged mesh components are set to ComponentMobility.MOVABLE. Also clears the Android File Server SecurityToken in DefaultEngine.ini: the plugin is disabled and excluded from shipping, and the value is a credential that must not be committed. All 14 screenshots re-rendered; no lighting warnings in the build or run logs.
265 lines
12 KiB
Python
265 lines
12 KiB
Python
# Build /Game/Hollywood/DemoMap: the walkable demo level.
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#
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/ue_build_demo_map.py -nullrhi -unattended -nopause -stdout
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#
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# Content this map expects (built by earlier steps):
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# /Game/Hollywood/ElCapitan/SM_HeroFacade Tools/ue_hero_facade_import.py
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# /Game/Hollywood/Site/... Tools/ue_import_site.py
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#
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# Map conventions, from Geo/manifests/local-origin.md:
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# X east, Y south, Z up, centimetres, origin at Hollywood x Highland.
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# The player starts on the north sidewalk opposite the hero frontage, looking
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# south at it, which is the view the reference photographs were taken from.
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#
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# Every actor is (re)created by label, so rerunning the script rebuilds the map
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# deterministically instead of stacking duplicates.
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import os
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import unreal
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MAP = "/Game/Hollywood/DemoMap"
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RESULT = "/tmp/gigline/demo-map.txt"
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lines = []
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# EditorLevelLibrary.load_level/new_level are deprecated no-ops in -nullrhi
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# commandlets (they return without switching worlds, so staged actors land in
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# whatever world is current and get saved over the wrong map). The
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# LevelEditorSubsystem actually switches.
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LES = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
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def switch_level(path):
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return LES.load_level(path)
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def log(msg):
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lines.append(str(msg))
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unreal.log(str(msg))
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def spawn(cls, loc, label, rot=None):
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actor = unreal.EditorLevelLibrary.spawn_actor_from_class(cls, loc)
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if actor is None:
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log(f"spawn {cls} failed")
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return None
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if rot is not None:
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actor.set_actor_rotation(rot, False)
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actor.set_actor_label(label)
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return actor
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def ensure_material(asset_name, rgb):
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"""Create/reuse a flat-colour material under /Game/Hollywood/Site.
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Used where the FBX material round-trip does not survive import: the terrain
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arrives with WorldGridMaterial (UE's bright default grid), which reads as a
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blown-out white field under the demo sun.
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"""
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path = f"/Game/Hollywood/Site/{asset_name}"
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if unreal.EditorAssetLibrary.does_asset_exist(path):
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return unreal.EditorAssetLibrary.load_asset(path)
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mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
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asset_name, "/Game/Hollywood/Site", unreal.Material, unreal.MaterialFactoryNew())
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node = unreal.MaterialEditingLibrary.create_material_expression(
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mat, unreal.MaterialExpressionConstant3Vector)
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node.set_editor_property("constant", unreal.LinearColor(rgb[0], rgb[1], rgb[2], 1.0))
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unreal.MaterialEditingLibrary.connect_material_property(
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node, "", unreal.MaterialProperty.MP_BASE_COLOR)
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unreal.MaterialEditingLibrary.recompile_material(mat)
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unreal.EditorAssetLibrary.save_loaded_asset(mat)
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log(f"created material {asset_name} rgb={rgb}")
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return mat
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def clear(prefixes=()):
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removed = 0
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for actor in unreal.EditorLevelLibrary.get_all_level_actors():
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label = actor.get_actor_label()
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if label.startswith(prefixes):
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unreal.EditorLevelLibrary.destroy_actor(actor)
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removed += 1
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return removed
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def build():
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# --- level ------------------------------------------------------------
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if unreal.EditorAssetLibrary.does_asset_exist(MAP):
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if not switch_level(MAP):
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log(f"could not load {MAP}")
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return
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else:
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if not switch_level(MAP):
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log(f"could not create {MAP}")
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return
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removed = clear(("Demo_", "PlayerStart", "Hero_Facade"))
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log(f"cleared {removed} previous demo actors")
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# --- lighting: fixed daytime ------------------------------------------
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# The demo is a fixed daytime scene, not a time-of-day simulation. Three
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# things matter and each was wrong before:
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#
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# 1. Sun angle. The hero facade front faces -Y and the road faces +Z. A sun
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# at yaw 120 / pitch -50 shines toward (-X, +Y, down), so it lights both
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# the facade front and the carriageway instead of raking across them.
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# 2. Exposure. Auto-exposure made the same road washed-out in one shot and
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# near-black in the next, because each camera framed a different amount
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# of sky. A manual-exposure post-process volume pins it.
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# 3. Ambience. A height fog gives the street depth and hides the terrain
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# edge that otherwise reads as a black band at the horizon.
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sun = spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 2000), "Demo_Sun",
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unreal.Rotator(pitch=-50.0, yaw=120.0, roll=0.0))
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if sun:
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comp = sun.get_component_by_class(unreal.DirectionalLightComponent)
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if comp:
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for prop, value in (
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("intensity", 4.0),
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("light_color", unreal.Color(r=255, g=245, b=230, a=255)),
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("atmosphere_sun_light", True),
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):
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try:
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comp.set_editor_property(prop, value)
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except Exception as exc: # noqa: BLE001
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log(f"sun.{prop} not set: {exc!r}")
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# Movable: static lighting is disabled (r.AllowStaticLighting=False),
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# so nothing needs a lighting build.
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try:
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comp.set_mobility(unreal.ComponentMobility.MOVABLE)
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except Exception as exc: # noqa: BLE001
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log(f"sun mobility not set: {exc!r}")
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log("staged: Demo_Sun (pitch -50, yaw 120, intensity 4, warm)")
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sky = spawn(unreal.SkyLight, unreal.Vector(0, 0, 2000), "Demo_SkyLight")
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if sky:
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comp = sky.get_component_by_class(unreal.SkyLightComponent)
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if comp:
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for prop, value in (("intensity", 2.6), ("real_time_capture", True)):
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try:
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comp.set_editor_property(prop, value)
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except Exception as exc: # noqa: BLE001
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log(f"sky.{prop} not set: {exc!r}")
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try:
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comp.set_mobility(unreal.ComponentMobility.MOVABLE)
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except Exception as exc: # noqa: BLE001
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log(f"sky mobility not set: {exc!r}")
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log("staged: Demo_SkyLight (intensity 2.6, real-time capture)")
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spawn(unreal.SkyAtmosphere, unreal.Vector(0, 0, 0), "Demo_Sky")
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log("staged: Demo_Sky (sky atmosphere)")
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fog = spawn(unreal.ExponentialHeightFog, unreal.Vector(0, 0, 0), "Demo_Fog")
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if fog:
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comp = fog.get_component_by_class(unreal.ExponentialHeightFogComponent)
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if comp:
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for prop, value in (
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("fog_density", 0.008),
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("fog_height_falloff", 0.15),
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("start_distance", 3000.0),
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):
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try:
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comp.set_editor_property(prop, value)
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except Exception as exc: # noqa: BLE001
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log(f"fog.{prop} not set: {exc!r}")
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try:
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comp.set_mobility(unreal.ComponentMobility.MOVABLE)
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except Exception as exc: # noqa: BLE001
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log(f"fog mobility not set: {exc!r}")
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log("staged: Demo_Fog (height fog, density 0.008)")
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# Fixed exposure: without this the same road renders washed out or black
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# depending on how much sky the camera frames. Pinning min == max brightness
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# freezes the exposure at one value (the classic fixed-exposure trick);
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# AEM_MANUAL with a bias was tried first and blew the frame out.
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ppv = spawn(unreal.PostProcessVolume, unreal.Vector(0, 0, 0), "Demo_PostProcess")
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if ppv:
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ppv.set_editor_property("unbound", True)
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settings = ppv.get_editor_property("settings")
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for prop, value in (
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("override_auto_exposure_method", True),
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("auto_exposure_method", unreal.AutoExposureMethod.AEM_HISTOGRAM),
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("override_auto_exposure_min_brightness", True),
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("auto_exposure_min_brightness", 1.0),
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("override_auto_exposure_max_brightness", True),
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("auto_exposure_max_brightness", 1.0),
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("override_auto_exposure_bias", True),
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("auto_exposure_bias", 0.0),
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):
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try:
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settings.set_editor_property(prop, value)
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except Exception as exc: # noqa: BLE001
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log(f"pp.{prop} not set: {exc!r}")
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ppv.set_editor_property("settings", settings)
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log("staged: Demo_PostProcess (fixed exposure, min=max brightness 1.0)")
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# --- hero facade on the measured building line ------------------------
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hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
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if hero:
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actor = spawn(unreal.StaticMeshActor, unreal.Vector(-10722.5, -1443.0, 0.0), "Hero_Facade")
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if actor:
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actor.static_mesh_component.set_static_mesh(hero)
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actor.static_mesh_component.set_mobility(unreal.ComponentMobility.MOVABLE)
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log("staged: Hero_Facade at the building line")
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else:
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log("MISSING: SM_HeroFacade — run Tools/ue_hero_facade_import.py")
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# --- site meshes, if they have been imported --------------------------
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# Blender's flat diffuse colours do not survive FBX -> Unreal: Interchange
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# builds a material with a default white base colour, and the terrain even
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# lands with WorldGridMaterial. Every site surface therefore rendered white,
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# which is what washed out the demo. Assign explicit colours per mesh here.
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SURFACE_MATERIALS = {
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"Terrain_DEM": ("M_Ground", (0.30, 0.28, 0.25)),
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"Road_Hollywood": ("M_Asphalt", (0.055, 0.055, 0.06)),
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"Sidewalk_South": ("M_Concrete", (0.52, 0.50, 0.47)),
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"Sidewalk_North": ("M_Concrete", (0.52, 0.50, 0.47)),
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"Kerb_South": ("M_Concrete", (0.52, 0.50, 0.47)),
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"Kerb_North": ("M_Concrete", (0.52, 0.50, 0.47)),
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"Crossing_Markings": ("M_RoadPaint", (0.80, 0.80, 0.78)),
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}
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imported = 0
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for name, (mat_name, rgb) in SURFACE_MATERIALS.items():
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mesh = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Site/{name}")
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if mesh is None:
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continue
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actor = spawn(unreal.StaticMeshActor, unreal.Vector(0, 0, 0), f"Demo_{name}")
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if actor:
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actor.static_mesh_component.set_static_mesh(mesh)
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actor.static_mesh_component.set_mobility(unreal.ComponentMobility.MOVABLE)
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mat = ensure_material(mat_name, rgb)
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if mat:
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actor.static_mesh_component.set_material(0, mat)
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imported += 1
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log(f"staged {imported} site meshes with explicit surface materials")
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# --- player start: north sidewalk, facing the hero frontage -------------
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# Signs were measured from the imported meshes rather than assumed: the FBX
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# preset flips north, so in Unreal the road spans Y -1382..+1047, the NORTH
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# sidewalk is at Y -1912..-1053 and the SOUTH sidewalk at Y +718..+1447. The
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# facade stands at Y -1450. Stand on the north sidewalk and look north (-Y).
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spawn(unreal.PlayerStart, unreal.Vector(-10722.5, -3500.0, 120.0), "Demo_PlayerStart",
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unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0))
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log("staged: Demo_PlayerStart on the north sidewalk facing south")
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# A lockable LFS .umap checks out read-only, which makes save_map silently
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# return False — chmod u+w first or the staged actors never persist.
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umap = os.path.join(unreal.Paths.project_dir(), MAP.replace("/Game/", "Content/") + ".umap")
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if os.path.exists(umap) and not os.access(umap, os.W_OK):
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os.chmod(umap, 0o644)
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log(f"map writable: chmod u+w {umap}")
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saved = unreal.EditorLoadingAndSavingUtils.save_map(
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unreal.EditorLevelLibrary.get_editor_world(), MAP)
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log(f"save_map {MAP}: {saved}")
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try:
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build()
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except Exception as exc: # noqa: BLE001
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import traceback
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log(f"FAILED: {type(exc).__name__}: {exc}")
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log(traceback.format_exc())
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with open(RESULT, "w") as f:
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f.write("\n".join(lines) + "\n")
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