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gig-line/Tools/ue_import_north_buildings.py
T
zwitschi 5e2c5e29c0 feat(facades): 0.1.4 — module kit, textured materials, theatre trim (#30)
Merged PR #30: 0.1.4 — facade module kit, textured materials, theatre trim

Co-authored-by: Zwitschi <zwitschi82@gmail.com>
2026-11-08 20:29:11 +01:00

135 lines
5.1 KiB
Python

# Import the two north-side background buildings (TCL Chinese Theatre, Madame
# Tussaud's) into Unreal and stage them in the demo map, across the street from
# the hero facade.
#
# Placement: these blockout meshes live in the same local frame as the site
# meshes (X east / Y north / Z up, metres, origin Hollywood x Highland), which
# are imported at the Unreal origin and land correctly via the `ue_metric_v1`
# FBX axis mapping (north -> -Y). So the buildings are spawned at Unreal
# (0,0,0) like the site meshes, not at the pivot-shifted hero facade position.
#
# UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_import_north_buildings.py -nullrhi -unattended -nopause -stdout
import os
import sys
import unreal
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import ue_common # noqa: E402
SRC = "/tmp/gigline/north"
DEST = "/Game/Hollywood/North"
LEVEL = "/Game/Hollywood/DemoMap"
RESULT = "/tmp/gigline/north-import.txt"
lines = []
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
IMPORTS = [
("TCL_Chinese_Theatre.fbx", "SM_TCL_Chinese_Theatre"),
("Madame_Tussauds.fbx", "SM_Madame_Tussauds"),
]
def import_meshes():
assets = unreal.EditorAssetLibrary.list_assets(DEST) if unreal.EditorAssetLibrary.does_directory_exist(DEST) else []
for fn, asset_name in IMPORTS:
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([unreal.AssetImportTask(
filename=os.path.join(SRC, fn),
destination_path=DEST,
destination_name=asset_name,
automated=True,
save=True,
replace_existing=True,
options=unreal.FbxImportUI(
import_mesh=True, import_materials=True, import_textures=False,
import_as_skeletal=False) if False else None,
)])
# FbxImportUI kwargs are unreliable across 5.8; configure explicitly below.
def stage():
if unreal.EditorAssetLibrary.does_asset_exist(LEVEL):
unreal.EditorLevelLibrary.load_level(LEVEL)
for actor in list(unreal.EditorLevelLibrary.get_all_level_actors()):
if actor.get_actor_label().startswith("North_"):
unreal.EditorLevelLibrary.destroy_actor(actor)
for asset_name, label in (("SM_TCL_Chinese_Theatre", "North_TCL_Chinese"), ("SM_Madame_Tussauds", "North_Madame_Tussauds")):
mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{asset_name}")
if mesh is None:
log(f"MISSING {DEST}/{asset_name}")
continue
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(
unreal.StaticMeshActor, unreal.Vector(0, 0, 0))
actor.set_actor_label(label)
comp = actor.static_mesh_component
comp.set_static_mesh(mesh)
comp.set_mobility(unreal.ComponentMobility.STATIC)
# Report where the mesh actually lands in world space (site-frame → Unreal).
box = mesh.get_bounding_box()
mn, mx = box.min, box.max
log(f"{label}: mesh world-space X {mn.x:.0f}..{mx.x:.0f} Y {mn.y:.0f}..{mx.y:.0f} size "
f"{mx.x-mn.x:.0f}x{mx.y-mn.y:.0f} cm")
_make_map_writable(LEVEL)
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), LEVEL)
log(f"save_map {LEVEL}: {saved}")
if not ue_common.require_saved(saved, LEVEL):
log(f"FAILED to save {LEVEL} — staged content will not persist")
def _make_map_writable(level: str) -> None:
"""Clear the read-only bit an LFS .umap checks out with.
Without this `save_map()` returns False and the staged actor is lost on the
next load — no exception, no non-zero exit (see MEMORY: 0.1.x trap).
"""
content = unreal.Paths.project_content_dir()
rel = level[len("/Game/"):] if level.startswith("/Game/") else level
umap = os.path.join(content, rel + ".umap")
note = ue_common.make_writable(umap)
if note:
log(f"map writable: {note}")
def main():
for fn, asset_name in IMPORTS:
task = unreal.AssetImportTask()
task.filename = os.path.join(SRC, fn)
task.destination_path = DEST
task.destination_name = asset_name
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.FbxImportUI()
ui.import_mesh = True
ui.import_materials = True
ui.import_textures = False
ui.import_as_skeletal = False
smd = ui.static_mesh_import_data
smd.import_uniform_scale = 1.0
smd.combine_meshes = True
smd.convert_scene_unit = False
smd.force_front_x_axis = False
smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
log(f"imported {asset_name}")
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
stage()
try:
main()
except Exception as exc: # noqa
import traceback
log(f"FAILED: {type(exc).__name__}: {exc}")
log(traceback.format_exc())
with open(RESULT, "w") as f:
f.write("\n".join(lines) + "\n")