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.
2.4 KiB
Runtime View
Walk the block
-
Player launches game →
AGigLineGameModeBasespawnsAGigLineCharacteratPlayerStart(-13336, -1150, 600). -
Character falls 144 cm to road surface (Z 456) and begins walking.
StartLocationcaptured on first grounded frame. -
Player holds W →
IA_Movefires →ApplyMove(1, 0)→AddMovementInput(ForwardVector, 1)→ capsule moves at 450 cm/s. -
Mouse move →
IA_Lookfires → yaw/pitch applied to controller rotation → camera follows (attached to capsule at 160 cm eye height). -
Player presses R →
ResetToStart→ teleport toStartLocation/StartRotation,StopMovementImmediately, reset control rotation. -
Player presses Escape →
TogglePause→SetPause(true), switch toFInputModeUIOnly, show cursor. World timers stop; core tickers continue. -
Player presses Escape again →
TogglePause→SetPause(false), switch toFInputModeGameOnly, hide cursor.
Screenshot capture
-
Tools/review/render_screenshots.shcompiles editor, buildsReviewMapfromTools/unreal/ue_build_review_map.py, launches game in-gamemode. -
AGigLineShotActoriterates the camera list, sets view, callsHighResShot 1280x720, waits for capture. -
On last camera, requests engine quit. PNGs are copied to
Screenshots/and committed.
QA self-test (-qaselftest)
-
Core ticker starts at
BeginPlay(not a world timer — world timers freeze on pause). -
1.0 s: begin driving forward input.
-
3.0 s: stop, measure displacement (> 200 cm = PASS).
-
3.5 s: call
ResetToStart. -
4.0 s: measure distance from spawn (< 100 cm = PASS).
-
4.5 s: call
TogglePause, checkIsGamePaused()(= true = PASS). -
5.5 s: call
TogglePause, checkIsGamePaused()(= false = PASS). -
6.0 s: swept ground transect across three lanes (Y −1400, −167, +1000), X −14900 to −9420 at 200 cm spacing. 84 samples, 0 holes = PASS.
-
7.0 s: final verdict logged.
Build and import pipeline
-
Blender headless (
Tools/export_*.py) reads.blendfiles, applies metre→centimetre conversion, exports FBX withue_metric_v1preset. -
Unreal headless (
Tools/unreal/ue_import_*.py) imports FBX via Interchange, places meshes at geographic coordinates, sets collision profiles. -
Tools/unreal/ue_build_demo_map.pyassemblesDemoMap: creates/repositions actors, sets lighting, saves map and assets.