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.
61 lines
2.0 KiB
Python
61 lines
2.0 KiB
Python
# Unreal-side half of the scale test: imports the Blender scale-test FBX with
|
|
# the named import preset "ue_metric_v1" and measures the result.
|
|
#
|
|
# Run headless:
|
|
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
|
|
# -script=<repo>/Tools/unreal/ue_scale_test_import.py -nullrhi -unattended -nopause -stdout
|
|
|
|
import unreal
|
|
|
|
FBX = "/tmp/gigline/scaletest.fbx"
|
|
DEST = "/Game/Test/ScaleTest"
|
|
|
|
|
|
def import_fbx():
|
|
task = unreal.AssetImportTask()
|
|
task.filename = FBX
|
|
task.destination_path = DEST
|
|
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 = False
|
|
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])
|
|
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
|
|
|
|
|
|
def measure():
|
|
# Named import preset "ue_metric_v1" measures in Unreal centimetres.
|
|
lines = ["---- measured local-space bounds (cm) ----"]
|
|
for name in ("ScaleTest_A", "ScaleTest_B", "ScaleTest_C"):
|
|
path = f"{DEST}/{name}"
|
|
asset = unreal.EditorAssetLibrary.load_asset(path)
|
|
if asset is None:
|
|
lines.append(f"MISSING asset {path}")
|
|
continue
|
|
box = asset.get_bounding_box()
|
|
mn, mx = box.min, box.max
|
|
lines.append(
|
|
f"{name}: origin=({(mn.x + mx.x) / 2:.2f}, {(mn.y + mx.y) / 2:.2f}, {(mn.z + mx.z) / 2:.2f}) "
|
|
f"size=({mx.x - mn.x:.2f}, {mx.y - mn.y:.2f}, {mx.z - mn.z:.2f})"
|
|
)
|
|
lines.append(f"assets: {unreal.EditorAssetLibrary.list_assets(DEST)}")
|
|
with open("/tmp/ue-scale-test-result.txt", "w") as f:
|
|
f.write("\n".join(lines))
|
|
|
|
|
|
import_fbx()
|
|
measure()
|