One pawn, both rigs (ADR-9): a skeletal body hidden in first person, a collision-tested spring arm, and a toggle that swaps the active camera and the body's visibility. Shipped default stays first person; -thirdperson starts the pawn in the third-person rig so the review shot is reproducible, and the screenshot run passes it. Three defects found and two fixed: - The skin material had no SkeletalMesh usage flag, so Unreal silently substituted the default grey. That is why the body rendered as clay. - render_screenshots.sh still called ./Engine/... on this branch (the fix lives on the facade branch and never reached main); applied here so the shots generate. - OPEN: the idle clip is bound and PlayAnimation is called - the run logs the clip name - but the body still renders in bind pose, arms out. Recorded with that evidence in TODO.md rather than called done. Shot 5 (demo-third-person) added and documented; camera collision is implemented but unproven, since the spawn has open space behind it.
77 lines
3.3 KiB
Bash
Executable File
77 lines
3.3 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Render the demo-map screenshots used for visual review into <repo>/Screenshots/demo/.
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#
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# Usage: Tools/render_screenshots.sh [--verify]
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#
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# Only the **demo map** is captured: the review staging map exists to hold the
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# hero/camera list, not to produce review screenshots. Everything here is what a
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# player actually sees when the demo runs.
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#
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# --verify run Tools/visual_loop.py --verify afterwards and fail if a shot
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# does not show the content its expectation describes
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#
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# The PNGs are committed (see Screenshots/README.md): a reviewer must see exactly
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# what the build rendered.
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set -euo pipefail
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REPO="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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ENGINE="${UE_ENGINE_DIR:-/run/media/system/DATA/Engines/UE_5.8.4}"
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PROJ="$REPO/Game/GigLine/GigLine.uproject"
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VERIFY="no"
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[ "${1:-}" = "--verify" ] && VERIFY="yes"
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run_cmdlet() {
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local script="$1" label="$2"
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echo "== $label =="
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( cd "$ENGINE" && ./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" \
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-run=pythonscript -script="$REPO/Tools/$script" \
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-nullrhi -unattended -nopause -stdout )
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}
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# Order matters. The demo builder rebuilds the site materials, so any actor staged
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# by another tool must be (re)staged after it or it keeps a reference to a material
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# that no longer exists - that is how 604 actors ended up untextured once.
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run_cmdlet ue_build_demo_map.py "1/5 rebuild the demo map (materials, site, frontage)"
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run_cmdlet ue_apply_facade_kit.py "2/5 assemble the facade kit"
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run_cmdlet ue_stage_theatre_trim.py "3/5 stage the theatre trim"
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run_cmdlet ue_audit_scene.py "4/6 audit the scene (materials, placement, labels)"
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run_cmdlet ue_build_review_map.py "5/6 stage the demo shot cameras"
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tail -3 /tmp/ue-review-map-result.txt 2>/dev/null || true
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echo "== 6/6 capture the demo map =="
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# Absolute engine path: this step runs from the repo, not from $ENGINE, and a bare
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# ./Engine/... failed with "No such file or directory" while every commandlet above
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# succeeded through run_cmdlet's cd. -thirdperson so the review shows the body.
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"$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$PROJ" /Game/Hollywood/DemoMap \
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-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -thirdperson -stdout
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echo "== collect the demo screenshots =="
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mkdir -p "$REPO/Screenshots/demo"
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rm -f "$REPO"/Screenshots/demo/review-*.png
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found=0
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for src in \
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"$REPO/Game/GigLine/Saved/Screenshots"/*/review-*.png \
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"$REPO/Game/GigLine/Saved/Screenshots"/*/*/review-*.png \
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"$HOME/.config/Epic/GigLine/Saved/Screenshots"/*/review-*.png; do
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[ -e "$src" ] || continue
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case "$(basename "$src")" in
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*demo-*) cp -f "$src" "$REPO/Screenshots/demo/"; found=1 ;;
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esac
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done
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[ "$found" = "1" ] || { echo "ERROR: no demo screenshots found"; exit 1; }
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ls -1 "$REPO/Screenshots/demo"
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# The scene audit is a gate: a wrong-material or misplaced actor is exactly the
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# kind of failure that still renders plausibly.
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if grep -q "failure(s) ==" /tmp/gigline/scene-audit.txt 2>/dev/null; then
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grep -E "FAIL|failure\(s\)" /tmp/gigline/scene-audit.txt | tail -5
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grep -q "== 0 failure(s) ==" /tmp/gigline/scene-audit.txt || {
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echo "ERROR: scene audit failed — see /tmp/gigline/scene-audit.txt"; exit 1; }
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fi
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if [ "$VERIFY" = "yes" ]; then
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echo "== verify: does each shot show what it should? =="
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cd "$REPO"
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python3 Tools/visual_loop.py --verify
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fi
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