Replaces the flat Constant3Vector fills with a procedural material set built in ensure_material(): base colour blended between two shades by world-space noise for large-scale variation, plus explicit roughness and specular so each surface type reads. - M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98, M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86 - Site meshes take their material by mesh name; the hero facade and the two north-side buildings take theirs by actor label, so they are covered even though other scripts stage them. - Materials are deleted and rebuilt on every run, so a look change cannot be masked by a stale asset. Screenshots re-rendered: the facade reads as warm stone with surface variation, asphalt as dark asphalt with grain, concrete and kerbs lighter, and the north buildings in stucco instead of flat grey. Docs: Screenshots/README documents the material set; TODO marks the item done and leaves the richer texture-based pass to the 0.1.4 facade patch.
355 lines
16 KiB
Python
355 lines
16 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(mat_name, spec):
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"""Create/reuse a look-developed material under /Game/Hollywood/Site.
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Blender's flat diffuse colours do not survive the FBX -> Unreal import (the
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terrain even lands with WorldGridMaterial), so the demo has always assigned
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its own material per surface. Those were flat colour only, which read as
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plastic. Each material here gets:
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* base colour with a subtle world-space noise blend between two shades,
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so asphalt and concrete have large-scale variation instead of a fill,
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* an explicit roughness (and specular) so the surface type is readable,
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wet-looking stone vs matte concrete vs chalky road paint.
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spec keys: dark, bright (RGB tuples), roughness, specular, noise_scale
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(world units per noise cycle; smaller = larger features).
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"""
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path = f"/Game/Hollywood/Site/{mat_name}"
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if unreal.EditorAssetLibrary.does_asset_exist(path):
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# Rebuilt every run so a look change cannot be masked by a stale asset.
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unreal.EditorAssetLibrary.delete_asset(path)
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mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
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mat_name, "/Game/Hollywood/Site", unreal.Material, unreal.MaterialFactoryNew())
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lib = unreal.MaterialEditingLibrary
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def node(cls):
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return lib.create_material_expression(mat, cls)
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def c3(rgb):
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n = node(unreal.MaterialExpressionConstant3Vector)
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n.set_editor_property("constant", unreal.LinearColor(rgb[0], rgb[1], rgb[2], 1.0))
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return n
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def scalar(value):
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n = node(unreal.MaterialExpressionConstant)
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n.set_editor_property("r", float(value))
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return n
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# world position -> noise -> lerp(dark, bright) -> base colour
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wp = node(unreal.MaterialExpressionWorldPosition)
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scale = scalar(spec.get("noise_scale", 0.004))
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mul = node(unreal.MaterialExpressionMultiply)
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lib.connect_material_expressions(wp, "", mul, "A")
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lib.connect_material_expressions(scale, "", mul, "B")
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noise = node(unreal.MaterialExpressionNoise)
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for prop, value in (("scale", 1.0), ("quality", 1), ("levels", 2),
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("output_min", 0.0), ("output_max", 1.0)):
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try:
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noise.set_editor_property(prop, value)
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except Exception: # noqa: BLE001
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pass
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lib.connect_material_expressions(mul, "", noise, "Position")
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lerp = node(unreal.MaterialExpressionLinearInterpolate)
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lib.connect_material_expressions(c3(spec["dark"]), "", lerp, "A")
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lib.connect_material_expressions(c3(spec["bright"]), "", lerp, "B")
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lib.connect_material_expressions(noise, "", lerp, "Alpha")
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lib.connect_material_property(lerp, "", unreal.MaterialProperty.MP_BASE_COLOR)
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lib.connect_material_property(
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scalar(spec.get("roughness", 0.85)), "", unreal.MaterialProperty.MP_ROUGHNESS)
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try:
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lib.connect_material_property(
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scalar(spec.get("specular", 0.3)), "", unreal.MaterialProperty.MP_SPECULAR)
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except Exception: # noqa: BLE001 - specular input is optional in UE5
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pass
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lib.recompile_material(mat)
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unreal.EditorAssetLibrary.save_loaded_asset(mat)
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log(f"material {mat_name}: rough={spec.get('roughness')} "
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f"dark={spec['dark']} bright={spec['bright']}")
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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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# Look-developed surface materials (see ensure_material for the graph).
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MATERIAL_SPECS = {
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"M_Asphalt": dict(dark=(0.040, 0.040, 0.044), bright=(0.072, 0.072, 0.078),
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roughness=0.92, specular=0.22, noise_scale=0.006),
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"M_Concrete": dict(dark=(0.44, 0.42, 0.39), bright=(0.56, 0.54, 0.50),
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roughness=0.88, specular=0.28, noise_scale=0.004),
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"M_KerbConcrete": dict(dark=(0.47, 0.45, 0.42), bright=(0.60, 0.58, 0.54),
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roughness=0.85, specular=0.30, noise_scale=0.008),
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"M_Ground": dict(dark=(0.22, 0.20, 0.17), bright=(0.33, 0.30, 0.26),
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roughness=0.98, specular=0.15, noise_scale=0.003),
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"M_RoadPaint": dict(dark=(0.74, 0.74, 0.72), bright=(0.86, 0.86, 0.84),
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roughness=0.62, specular=0.35, noise_scale=0.02),
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"M_FacadeStone": dict(dark=(0.62, 0.58, 0.50), bright=(0.74, 0.70, 0.62),
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roughness=0.72, specular=0.32, noise_scale=0.005),
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"M_Stucco": dict(dark=(0.52, 0.48, 0.42), bright=(0.66, 0.62, 0.55),
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roughness=0.86, specular=0.25, noise_scale=0.004),
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}
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SURFACE_MATERIALS = {
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"Terrain_DEM": "M_Ground",
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"Road_Hollywood": "M_Asphalt",
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"Sidewalk_South": "M_Concrete",
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"Sidewalk_North": "M_Concrete",
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"Kerb_South": "M_KerbConcrete",
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"Kerb_North": "M_KerbConcrete",
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"Crossing_Markings": "M_RoadPaint",
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}
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built = {}
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for mat_name, spec in MATERIAL_SPECS.items():
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built[mat_name] = ensure_material(mat_name, spec)
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imported = 0
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for name, mat_name 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 = built.get(mat_name)
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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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# The hero facade and the two north-side buildings are staged by other
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# scripts (or reused between rebuilds), so assign their look materials by
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# actor label after everything is in the level.
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LABEL_MATERIALS = {"Hero_Facade": "M_FacadeStone",
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"North_TCL_Chinese": "M_Stucco",
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"North_Madame_Tussauds": "M_Stucco"}
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assigned = 0
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for actor in unreal.EditorLevelLibrary.get_all_level_actors():
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mat_name = LABEL_MATERIALS.get(actor.get_actor_label())
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if not mat_name or mat_name not in built:
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continue
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comp = actor.get_component_by_class(unreal.StaticMeshComponent)
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if comp and comp.static_mesh:
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comp.set_material(0, built[mat_name])
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assigned += 1
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log(f"assigned look materials to {assigned} facade/background actors")
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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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