Per the qa-review skill: explicit verdict, measured budgets, the screenshots that carry the claim, defects by severity and what remains unverified. Verdict SHIP WITH NOTES - geometry/placement/budgets verified by measurement, the visual half explicitly pending human review (the vision pre-check is unreliable on this content and was not used as evidence). Also fixes the last QA finding: kit pieces kept the grey M_Kit_* material the FBX import creates, so glazing was not glass and shopfronts were not stone. Assembly now assigns M_FacadeGlass to glazing, M_FacadeStone to surrounds, M_FacadeStoneShadow to doors and M_FacadeBanner to fascias (6/6 materials resolved), and the importer deletes the unused M_Kit_* materials (Kit folder now exactly 16 SM_ meshes). Packaged QA re-verified after the change: walk, transect 0 holes, wall probe 0/35, facade probe 0/9, RESULT PASS.
5.2 KiB
QA review — 0.1.4 façade work
Checklist gate for the façade module kit, the replacement materials and the corrected blockout frame. Written per the qa-review skill: budgets, the screenshots that carry the claim, defects by severity, and an explicit verdict.
Date: 2026-11-09 · Branch: facades-0.1.4 · Build under test: packaged GigLineQA, Development, UE 5.8.4, Vulkan SM5.
Result: SHIP WITH NOTES
The geometry, placement and budgets are verified by measurement. The visual half of this review is not complete: nobody has looked at the rendered set since the kit went on, so the reference-match verdict is pending a human. The notes at the end are what that review has to confirm.
Budgets
| Asset group | Count | Triangles | Texture | Notes |
|---|---|---|---|---|
| Hero façade | 148 parts, 1 mesh | 3 044 | none (graph materials) | was 1 892 before the Ionic detail |
| Façade kit | 16 meshes | 12 tris each = 192 | none | boxes; complex-as-simple collision |
Kit instances in DemoMap |
625 actors | ~7 500 | shared materials | 8 buildings |
| Frontage buildings | 6 meshes | blockout volumes | 8 × 512² maps | M_FacadeStone, M_Stucco, … |
| North buildings | 2 meshes | blockout volumes | shared | TCL, Tussaud's |
| Site meshes | 7 | 55 k tris (terrain-dominated) | shared | terrain/road/sidewalks/kerbs/crossing |
Texture set: T_StoneAshlar, T_Stucco, T_Asphalt, T_Concrete, each _BC + _R at 512², deterministic and regenerable.
Evidence
Behaviour, packaged build (-qaselftest):
walk moved 761 cm in 2 s -> PASS (Z 456 -> 456)
transect 1456 samples, 0 holes -> PASS
wall probe 0/35 blocking hits inside 21 m -> PASS
facade probe 0/9 directions without a blocking wall -> PASS
RESULT walk=1 reset=1 pause=1 unpause=1 -> PASS
Geometry and placement, probed from the live map:
- Frontage spans match the verified block: 6922 −24276..−17700, 6902 −17749..−14591, hero −14644..−12028 between them, theatre −12082..−8210, 6822 −7854..−7252, 6806 −6608..−3307, 6800 −3320..−1437. North: TCL −22889..−18442, Tussaud's −27071..−22799.
- Kit placed from world bounds (
get_actor_bounds), e.g. theatre pieces at −12082..−8694, inside the theatre's own span. - Kit module 4.96 m, storey 3.10 m, door 2.45 m, window 1.60 × 1.85 m.
- Kit topology: 16 pieces, all manifold, no loose vertices, 12 tris each.
- Asset hygiene:
/Game/Hollywood/Kitholds exactly 16SM_meshes and no leftover auto-imported materials.
Screenshots: the committed set in Screenshots/, all 14 re-rendered for this state — hero shots 8–10 and demo views 11–14 carry the change.
Defects
Blockers
None outstanding. Two were found and fixed during this cycle:
- Wrong frame (fixed). The
0.1.2blockout was regenerated without--origin, shifting the whole frontage ≈119 m in X and 2.4 m in Y and dropping the hero out of the 6902/6838 gap. Regenerated with--origin 34.101545,-118.338718(affine residual 0.0 cm); spans re-verified againstGeo/verification/2026-11-06-el-capitan-block.md. - Kit placed 12 km away (fixed).
ue_apply_facade_kitused the static-mesh bounding box, which is building-line-local. Now usesget_actor_bounds()(world space).
Majors
- Window bays were inside the solid wall (fixed). The first piece modelled the whole bay at +Y, so every window sat inside the blockout volume and was invisible. The surround now projects 3 cm with glazing 6 cm behind its face.
- Kit had no materials (fixed). Pieces kept the grey
M_Kit_*material the FBX import creates, so the glazing was not glass and the shopfronts were not stone. Assembly now assignsM_FacadeGlassto glazing,M_FacadeStoneto surrounds,M_FacadeStoneShadowto doors andM_FacadeBannerto fascias.
Minors
- Kit pieces are boxes: no reveals, sills or mouldings beyond the kit's own bands. Acceptable at this patch's fidelity; the kit is the vocabulary, not the detail.
M_Kit_*materials are deleted at import rather than reused, so the kit's Blender materials carry no shading intent — the Unreal set is authoritative. Documented, not silent.- Actor labels for kit pieces are unique per building but long (
Kit_elcapitantheatre_window_3_2).
Notes (polish, not required for v0.1.4)
- Hero fluting, and the motto band/medallions as geometry, are still pending.
- The El Capitan Theatre has no marquee or blade sign yet — the features that make it read as itself.
- Cornice dentil spacing, abacus and plinth dimensions remain recorded assumptions.
Not verified here
- Reference match. Needs a human comparing
Screenshots/demo/*againstArt/reference/hollywood/. The vision pre-check is demonstrably unreliable on this content (it rejected shots the owner has since approved), so it was not used as evidence. - Silhouette and shading at street level — the same review covers it.
Next actions
- Owner review of the 14 demo/review shots; record approval in
Screenshots/README.md. - Then the remaining
0.1.4modelling: theatre marquee + blade sign, hero fluting/motto band, blockout cleaning pass. CHANGELOG.mdentry andv0.1.4tag once (1) is signed off.