One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:
Tools/unreal/ commandlets and the two map builders, with ue_common.py and ue_placement.py as the
shared imports (they need the engine)
Tools/blender/ builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
(they need the Blender Flatpak)
Tools/review/ the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
visual_targets.json
Tools/gen/ image and texture generation: the ComfyUI driver, deterministic texture writers,
reference fetching
Tools/input/ OS-level input injection
root _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/
Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.
51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.
Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
67 lines
2.6 KiB
Python
67 lines
2.6 KiB
Python
"""Remove the auto-generated simple collision from the site meshes, keeping their triangles.
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<engine>/UnrealEditor-Cmd <uproject> -run=pythonscript \
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-script=<repo>/Tools/unreal/ue_clear_simple_collision.py -nullrhi -unattended -nopause -stdout
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Why: the FBX import runs with `auto_generate_collision`, which adds ONE convex hull per mesh. For a
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279 m terrain or road that hull is a giant slab, and any *physics body* inside it - the Chaos vehicle -
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is pushed out of the hull every frame. Walked characters never notice, because character movement
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sweeps instead of resolving penetration, which is why the player was fine while the car was thrown
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into the air.
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Clearing the hulls leaves `CTF_USE_COMPLEX_AS_SIMPLE`, so traces and physics use the real triangles.
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Result: /tmp/gigline/clear-simple-collision.txt
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"""
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import unreal
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FOLDERS = ("/Game/Hollywood/Site", "/Game/Hollywood/Streets")
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RESULT = "/tmp/gigline/clear-simple-collision.txt"
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lines = []
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def log(message):
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lines.append(str(message))
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unreal.log(str(message))
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def main():
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cleared = 0
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for folder in FOLDERS:
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for path in unreal.EditorAssetLibrary.list_assets(folder, recursive=False):
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mesh = unreal.EditorAssetLibrary.load_asset(path)
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if not isinstance(mesh, unreal.StaticMesh):
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continue
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body = mesh.get_editor_property("body_setup")
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if body is None:
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continue
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agg = body.get_editor_property("agg_geom")
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convex = len(agg.get_editor_property("convex_elems"))
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boxes = len(agg.get_editor_property("box_elems"))
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if not convex and not boxes:
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continue
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agg.set_editor_property("convex_elems", [])
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agg.set_editor_property("box_elems", [])
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body.set_editor_property("agg_geom", agg)
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body.set_editor_property("collision_trace_flag",
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unreal.CollisionTraceFlag.CTF_USE_COMPLEX_AS_SIMPLE)
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mesh.set_editor_property("body_setup", body)
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unreal.EditorAssetLibrary.save_loaded_asset(mesh)
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log(f"{mesh.get_name()}: cleared {convex} convex, {boxes} box, complex-as-simple")
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cleared += 1
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lines.append(f"VERDICT: {'PASS' if cleared else 'NOTHING-TO-DO'}")
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log(f"{cleared} meshes cleared")
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try:
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main()
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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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lines.append("VERDICT: FAIL")
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with open(RESULT, "w") as f:
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f.write("\n".join(lines) + "\n")
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