0.1.3 packaging and setup fixes from what 0.1.x actually exposed. - New Tools/ue_common.py: make_writable() clears the read-only bit an LFS .umap checks out with (save_map() otherwise returns False silently and the staged actor is lost) and require_saved() makes that failure visible. ue_hero_facade_import and ue_import_north_buildings now call it; the map builders already did. Verified from a forced 0o444 map: chmod logged, save_map True, exit 0. - Docs/build.md: pipeline table now lists the seven site FBXs plus frontage, north, hero and map steps and the shared FBX preset; packaging archive corrected to Builds/GigLineQA; packaged-log location and -qaselftest usage documented; new 'Traps that cost real time in 0.1.x' table (read-only save, hero --out is the FBX, MPFB add-on path, shot actor quitting under QA, null-RHI trace trap). - Docs/setup.md: fresh-checkout build marked verified 2026-11-08 and the blocker closed; new optional-keys section for OPENROUTER_API_KEY and MAPBOX_ACCESS_TOKEN (gitignored .env, not needed by build/tests/release). - Docs/Architecture 07 + architecture.md: build-output path corrected, marked outside the repository. - 5 new tests for ue_common (54 total).
134 lines
5.1 KiB
Python
134 lines
5.1 KiB
Python
# Import the two north-side background buildings (TCL Chinese Theatre, Madame
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# Tussaud's) into Unreal and stage them in the demo map, across the street from
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# the hero facade.
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#
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# Placement: these blockout meshes live in the same local frame as the site
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# meshes (X east / Y north / Z up, metres, origin Hollywood x Highland), which
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# are imported at the Unreal origin and land correctly via the `ue_metric_v1`
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# FBX axis mapping (north -> -Y). So the buildings are spawned at Unreal
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# (0,0,0) like the site meshes, not at the pivot-shifted hero facade position.
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#
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# UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/ue_import_north_buildings.py -nullrhi -unattended -nopause -stdout
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import os
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import unreal
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import ue_common # noqa: E402
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SRC = "/tmp/gigline/north"
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DEST = "/Game/Hollywood/North"
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LEVEL = "/Game/Hollywood/DemoMap"
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RESULT = "/tmp/gigline/north-import.txt"
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lines = []
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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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IMPORTS = [
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("TCL_Chinese_Theatre.fbx", "SM_TCL_Chinese_Theatre"),
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("Madame_Tussauds.fbx", "SM_Madame_Tussauds"),
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]
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def import_meshes():
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assets = unreal.EditorAssetLibrary.list_assets(DEST) if unreal.EditorAssetLibrary.does_directory_exist(DEST) else []
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for fn, asset_name in IMPORTS:
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([unreal.AssetImportTask(
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filename=os.path.join(SRC, fn),
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destination_path=DEST,
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destination_name=asset_name,
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automated=True,
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save=True,
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replace_existing=True,
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options=unreal.FbxImportUI(
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import_mesh=True, import_materials=True, import_textures=False,
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import_as_skeletal=False) if False else None,
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)])
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# FbxImportUI kwargs are unreliable across 5.8; configure explicitly below.
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def stage():
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if unreal.EditorAssetLibrary.does_asset_exist(LEVEL):
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unreal.EditorLevelLibrary.load_level(LEVEL)
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for actor in list(unreal.EditorLevelLibrary.get_all_level_actors()):
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if actor.get_actor_label().startswith("North_"):
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unreal.EditorLevelLibrary.destroy_actor(actor)
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for asset_name, label in (("SM_TCL_Chinese_Theatre", "North_TCL_Chinese"), ("SM_Madame_Tussauds", "North_Madame_Tussauds")):
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mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{asset_name}")
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if mesh is None:
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log(f"MISSING {DEST}/{asset_name}")
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continue
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actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
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unreal.StaticMeshActor, unreal.Vector(0, 0, 0))
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actor.set_actor_label(label)
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comp = actor.static_mesh_component
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comp.set_static_mesh(mesh)
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comp.set_mobility(unreal.ComponentMobility.STATIC)
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# Report where the mesh actually lands in world space (site-frame → Unreal).
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box = mesh.get_bounding_box()
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mn, mx = box.min, box.max
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log(f"{label}: mesh world-space X {mn.x:.0f}..{mx.x:.0f} Y {mn.y:.0f}..{mx.y:.0f} size "
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f"{mx.x-mn.x:.0f}x{mx.y-mn.y:.0f} cm")
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_make_map_writable(LEVEL)
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saved = unreal.EditorLoadingAndSavingUtils.save_map(
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unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
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log(f"save_map {LEVEL}: {saved}")
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if not ue_common.require_saved(saved, LEVEL):
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log(f"FAILED to save {LEVEL} — staged content will not persist")
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def _make_map_writable(level: str) -> None:
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"""Clear the read-only bit an LFS .umap checks out with.
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Without this `save_map()` returns False and the staged actor is lost on the
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next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap).
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"""
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content = unreal.Paths.project_content_dir()
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rel = level[len("/Game/"):] if level.startswith("/Game/") else level
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umap = os.path.join(content, rel + ".umap")
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note = ue_common.make_writable(umap)
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if note:
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log(f"map writable: {note}")
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def main():
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for fn, asset_name in IMPORTS:
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task = unreal.AssetImportTask()
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task.filename = os.path.join(SRC, fn)
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task.destination_path = DEST
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task.destination_name = asset_name
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task.automated = True
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task.save = True
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task.replace_existing = True
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ui = unreal.FbxImportUI()
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ui.import_mesh = True
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ui.import_materials = True
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ui.import_textures = False
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ui.import_as_skeletal = False
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smd = ui.static_mesh_import_data
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smd.import_uniform_scale = 1.0
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smd.combine_meshes = True
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smd.convert_scene_unit = False
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smd.force_front_x_axis = False
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smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
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task.options = ui
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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log(f"imported {asset_name}")
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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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stage()
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try:
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main()
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except Exception as exc: # noqa
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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") |