Files
gig-line/Tools/ue_build_demo_map.py
T
zwitschi 92b477d340 feat(hero): fluting and a recessed motto band; placement gets one source of truth
Hero detail:
- Fluting: 20 grooves per column as thin shadow-tone cylinders set into the shaft
  (120 pieces) rather than boolean cuts - readable in silhouette and grazing light
  at a fraction of the cost.
- Motto band: real recess with a moulded surround 6 cm proud and the panel 12 cm
  behind, replacing the 8 cm dark stripe.
  Hero 148 parts/3044 tris -> 271/5492, still 14.50 m.

Placement bug this exposed (a real one, invisible in a render):
- ue_hero_facade_import.py carried its own hero position (-12024.5, -1450) from
  before the 0.1.0 frontage fix, so running the importer alone moved the hero 13 m
  east and onto the north side of the boulevard. Only symptom: the reference score
  fell 0.69 -> 0.56 and the 3x3 composition correlation flipped +0.54 -> -0.08.
- New Tools/ue_placement.py is the single source of truth (hero position, verified
  frontage spans, span validators). Both the importer and the demo builder use it;
  the import asserts the staged span and logs PLACEMENT ERROR otherwise.
- 11 new tests, including one that fails if the stale literal returns. 78 total.

Spawn-view score recovered to 0.72 (best yet); screenshots verified 4/4, packaged QA
all PASS.
2026-11-08 22:12:44 +01:00

629 lines
30 KiB
Python

# Build /Game/Hollywood/DemoMap: the walkable demo level.
#
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
# -script=<repo>/Tools/ue_build_demo_map.py -nullrhi -unattended -nopause -stdout
#
# Content this map expects (built by earlier steps):
# /Game/Hollywood/ElCapitan/SM_HeroFacade Tools/ue_hero_facade_import.py
# /Game/Hollywood/Site/... Tools/ue_import_site.py
#
# Map conventions, from Geo/manifests/local-origin.md:
# X east, Y south, Z up, centimetres, origin at Hollywood x Highland.
# The player starts on the north sidewalk opposite the hero frontage, looking
# south at it, which is the view the reference photographs were taken from.
#
# Every actor is (re)created by label, so rerunning the script rebuilds the map
# deterministically instead of stacking duplicates.
import os
import sys
import unreal
MAP = "/Game/Hollywood/DemoMap"
# Repository root, so the texture generator can be invoked by path.
ROOT = os.path.abspath(os.path.join(os.path.dirname(__file__), ".."))
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import ue_placement # noqa: E402
RESULT = "/tmp/gigline/demo-map.txt"
lines = []
# EditorLevelLibrary.load_level/new_level are deprecated no-ops in -nullrhi
# commandlets (they return without switching worlds, so staged actors land in
# whatever world is current and get saved over the wrong map). The
# LevelEditorSubsystem actually switches.
LES = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
def switch_level(path):
return LES.load_level(path)
def log(msg):
lines.append(str(msg))
unreal.log(str(msg))
def spawn(cls, loc, label, rot=None):
actor = unreal.EditorLevelLibrary.spawn_actor_from_class(cls, loc)
if actor is None:
log(f"spawn {cls} failed")
return None
if rot is not None:
actor.set_actor_rotation(rot, False)
actor.set_actor_label(label)
return actor
TEXTURE_DIR = "/Game/Hollywood/Textures"
def import_texture(png_path, asset_name):
"""Import a generated PNG as a Texture2D (idempotent: replaces the asset)."""
if not os.path.exists(png_path):
log(f"texture missing: {png_path}")
return None
task = unreal.AssetImportTask()
task.filename = png_path
task.destination_path = TEXTURE_DIR
task.destination_name = asset_name
task.automated = True
task.save = True
task.replace_existing = True
ui = unreal.TextureImportUI() if hasattr(unreal, "TextureImportUI") else None
if ui:
task.options = ui
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
return unreal.EditorAssetLibrary.load_asset(f"{TEXTURE_DIR}/{asset_name}")
def ensure_textures():
"""Generate/point at the facade maps and import them. Returns {name: asset}."""
out_dir = "/tmp/gigline/textures"
gen = os.path.join(ROOT, "Tools", "generate_facade_textures.py")
if os.path.exists(gen) and not os.path.exists(os.path.join(out_dir, "T_StoneAshlar_BC.png")):
import subprocess
subprocess.run([sys.executable, gen, "--out", out_dir, "--size", "512"], check=False)
imported = {}
for name in ("T_StoneAshlar_BC", "T_StoneAshlar_R", "T_Stucco_BC", "T_Stucco_R",
"T_Asphalt_BC", "T_Asphalt_R", "T_Concrete_BC", "T_Concrete_R"):
asset = import_texture(os.path.join(out_dir, name + ".png"), name)
if asset:
imported[name] = asset
log(f"textures imported: {len(imported)}/8")
return imported
def ensure_material(mat_name, spec, textures=None):
"""Create/reuse a look-developed material under /Game/Hollywood/Site.
Blender's flat diffuse colours do not survive the FBX -> Unreal import (the
terrain even lands with WorldGridMaterial), so the demo has always assigned
its own material per surface. Those were flat colour only, which read as
plastic. Each material here gets:
* base colour with a subtle world-space noise blend between two shades,
so asphalt and concrete have large-scale variation instead of a fill,
* an explicit roughness (and specular) so the surface type is readable,
wet-looking stone vs matte concrete vs chalky road paint.
spec keys: dark, bright (RGB tuples), roughness, specular, noise_scale
(world units per noise cycle; smaller = larger features).
Optional `courses_m` adds **masonry coursing**: horizontal joint lines at a
given course height in world metres, plus a per-course horizontal offset so
the vertical joints stagger like real ashlar. Optional `joint_tint` is the
colour the joints darken toward, and `roughness_variation` lerps roughness
between `roughness` and a rougher value using the same noise, so the surface
does not read as one flat specular value.
"""
path = f"/Game/Hollywood/Site/{mat_name}"
if unreal.EditorAssetLibrary.does_asset_exist(path):
# Rebuilt every run so a look change cannot be masked by a stale asset.
unreal.EditorAssetLibrary.delete_asset(path)
mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
mat_name, "/Game/Hollywood/Site", unreal.Material, unreal.MaterialFactoryNew())
lib = unreal.MaterialEditingLibrary
def node(cls):
return lib.create_material_expression(mat, cls)
def c3(rgb):
n = node(unreal.MaterialExpressionConstant3Vector)
n.set_editor_property("constant", unreal.LinearColor(rgb[0], rgb[1], rgb[2], 1.0))
return n
def scalar(value):
n = node(unreal.MaterialExpressionConstant)
n.set_editor_property("r", float(value))
return n
def link(src, dst, pin=""):
"""Connect, and say so when it fails.
`connect_material_expressions` returns False rather than raising, so an
unknown pin name silently leaves an input unconnected and the material
compiles with a default value — a coursing mask of 0 is invisible, which
is exactly how the first attempt failed.
"""
ok = lib.connect_material_expressions(src, "", dst, pin)
if not ok:
log(f"material {mat_name}: FAILED to connect {src.__class__.__name__} "
f"-> {dst.__class__.__name__}.{pin or '(default)'}")
return ok
# world position -> noise -> lerp(dark, bright) -> base colour
wp = node(unreal.MaterialExpressionWorldPosition)
scale = scalar(spec.get("noise_scale", 0.004))
mul = node(unreal.MaterialExpressionMultiply)
lib.connect_material_expressions(wp, "", mul, "A")
lib.connect_material_expressions(scale, "", mul, "B")
noise = node(unreal.MaterialExpressionNoise)
for prop, value in (("scale", 1.0), ("quality", 1), ("levels", 2),
("output_min", 0.0), ("output_max", 1.0)):
try:
noise.set_editor_property(prop, value)
except Exception: # noqa: BLE001
pass
lib.connect_material_expressions(mul, "", noise, "Position")
lerp = node(unreal.MaterialExpressionLinearInterpolate)
lib.connect_material_expressions(c3(spec["dark"]), "", lerp, "A")
lib.connect_material_expressions(c3(spec["bright"]), "", lerp, "B")
lib.connect_material_expressions(noise, "", lerp, "Alpha")
# --- optional masonry coursing -----------------------------------------
# A world-space course mask: the fractional part of Z / course height is a
# sawtooth per course; zeroing it gives a joint line every course. The row
# index shifts each course sideways by half a brick, so vertical joints
# stagger. All of it is world-space, so every building shares the coursing
# without needing its own UVs.
base_color_expr = lerp
if spec.get("courses_m"):
# WorldPosition is in CENTIMETRES, so a course height given in metres must
# be scaled by 100 here; getting this wrong makes the coursing 100x too
# fine to see at all (the first attempt did exactly that).
course_cm = float(spec["courses_m"]) * 100.0
row = node(unreal.MaterialExpressionDivide)
link(wp, row, "A")
link(c3((course_cm, course_cm, course_cm)), row, "B")
saw = node(unreal.MaterialExpressionFrac)
link(row, saw)
# Joint mask without a comparison node (UE has no Less): 1 - saw/joint is
# 1 at the course boundary and 0 once past the joint width; clamped to 0..1
# so it is a linear band rather than a hard step.
div = node(unreal.MaterialExpressionDivide)
link(saw, div, "A")
# joint_width is a fraction of one course (0.11 ~= a 6 cm joint on a
# 55 cm course), which is the space `saw` lives in after the divide.
link(scalar(spec.get("joint_width", 0.11)), div, "B")
inv = node(unreal.MaterialExpressionOneMinus)
link(div, inv)
joint = node(unreal.MaterialExpressionClamp)
link(inv, joint)
tinted = node(unreal.MaterialExpressionLinearInterpolate)
link(lerp, tinted, "A")
link(c3(spec.get("joint_tint", (0.34, 0.31, 0.27))), tinted, "B")
link(joint, tinted, "Alpha")
base_color_expr = tinted
# If a texture set is supplied for this material, sample it world-aligned and
# use it instead of the graph-only coursing: the map carries the coursing and
# the grain, so overlaying both would double the pattern.
tex = (textures or {}).get(spec.get("texture", ""))
if tex:
bc = (textures or {}).get(spec.get("texture", "") + "_BC")
# world position (cm) -> UV: one texture tile every tile_cm centimetres
tile_cm = float(spec.get("tile_cm", 300.0))
uv_scale = node(unreal.MaterialExpressionMultiply)
link(wp, uv_scale, "A")
link(scalar(1.0 / tile_cm), uv_scale, "B")
mask_xy = node(unreal.MaterialExpressionComponentMask)
for pin in ("R", "G"):
try:
mask_xy.set_editor_property(pin, True)
except Exception: # noqa: BLE001
pass
try:
mask_xy.set_editor_property("B", False)
mask_xy.set_editor_property("A", False)
except Exception: # noqa: BLE001
pass
link(uv_scale, mask_xy)
if bc:
sample = node(unreal.MaterialExpressionTextureSample)
sample.set_editor_property("texture", bc)
link(mask_xy, sample, "UVs")
lib.connect_material_property(sample, "RGB",
unreal.MaterialProperty.MP_BASE_COLOR)
base_color_expr = sample
r_map = (textures or {}).get(spec.get("texture", "") + "_R")
if r_map:
r_sample = node(unreal.MaterialExpressionTextureSample)
r_sample.set_editor_property("texture", r_map)
link(mask_xy, r_sample, "UVs")
lib.connect_material_property(r_sample, "R",
unreal.MaterialProperty.MP_ROUGHNESS)
lib.connect_material_property(base_color_expr, "", unreal.MaterialProperty.MP_BASE_COLOR)
# Roughness: lerp(base, base + variation, noise) so the highlight breaks up.
variation = float(spec.get("roughness_variation", 0.0))
if variation > 0.0:
rough_lerp = node(unreal.MaterialExpressionLinearInterpolate)
lib.connect_material_expressions(
scalar(spec.get("roughness", 0.85)), "", rough_lerp, "A")
lib.connect_material_expressions(
scalar(min(1.0, spec.get("roughness", 0.85) + variation)), "", rough_lerp, "B")
lib.connect_material_expressions(noise, "", rough_lerp, "Alpha")
lib.connect_material_property(rough_lerp, "", unreal.MaterialProperty.MP_ROUGHNESS)
else:
lib.connect_material_property(
scalar(spec.get("roughness", 0.85)), "", unreal.MaterialProperty.MP_ROUGHNESS)
try:
lib.connect_material_property(
scalar(spec.get("specular", 0.3)), "", unreal.MaterialProperty.MP_SPECULAR)
except Exception: # noqa: BLE001 - specular input is optional in UE5
pass
lib.recompile_material(mat)
unreal.EditorAssetLibrary.save_loaded_asset(mat)
log(f"material {mat_name}: rough={spec.get('roughness')} "
f"dark={spec['dark']} bright={spec['bright']}")
return mat
def clear(prefixes=()):
removed = 0
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
label = actor.get_actor_label()
if label.startswith(prefixes):
unreal.EditorLevelLibrary.destroy_actor(actor)
removed += 1
return removed
def build():
# --- level ------------------------------------------------------------
if unreal.EditorAssetLibrary.does_asset_exist(MAP):
if not switch_level(MAP):
log(f"could not load {MAP}")
return
else:
if not switch_level(MAP):
log(f"could not create {MAP}")
return
removed = clear(("Demo_", "PlayerStart", "Hero_Facade", "Frontage_", "ShotSequencer"))
log(f"cleared {removed} previous demo actors")
# --- lighting: fixed daytime ------------------------------------------
# The demo is a fixed daytime scene, not a time-of-day simulation. Three
# things matter and each was wrong before:
#
# 1. Sun angle. The hero facade front faces -Y and the road faces +Z. A sun
# at yaw 120 / pitch -50 shines toward (-X, +Y, down), so it lights both
# the facade front and the carriageway instead of raking across them.
# 2. Exposure. Auto-exposure made the same road washed-out in one shot and
# near-black in the next, because each camera framed a different amount
# of sky. A manual-exposure post-process volume pins it.
# 3. Ambience. A height fog gives the street depth and hides the terrain
# edge that otherwise reads as a black band at the horizon.
sun = spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 2000), "Demo_Sun",
unreal.Rotator(pitch=-62.0, yaw=120.0, roll=0.0))
if sun:
comp = sun.get_component_by_class(unreal.DirectionalLightComponent)
if comp:
for prop, value in (
("intensity", 4.0),
("light_color", unreal.Color(r=255, g=245, b=230, a=255)),
("atmosphere_sun_light", True),
):
try:
comp.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"sun.{prop} not set: {exc!r}")
# Movable: static lighting is disabled (r.AllowStaticLighting=False),
# so nothing needs a lighting build.
try:
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
except Exception as exc: # noqa: BLE001
log(f"sun mobility not set: {exc!r}")
log("staged: Demo_Sun (pitch -62, yaw 120, intensity 4, warm; higher sun so both frontages read)")
sky = spawn(unreal.SkyLight, unreal.Vector(0, 0, 2000), "Demo_SkyLight")
if sky:
comp = sky.get_component_by_class(unreal.SkyLightComponent)
if comp:
for prop, value in (("intensity", 2.6), ("real_time_capture", True)):
try:
comp.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"sky.{prop} not set: {exc!r}")
try:
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
except Exception as exc: # noqa: BLE001
log(f"sky mobility not set: {exc!r}")
log("staged: Demo_SkyLight (intensity 2.6, real-time capture)")
spawn(unreal.SkyAtmosphere, unreal.Vector(0, 0, 0), "Demo_Sky")
log("staged: Demo_Sky (sky atmosphere)")
fog = spawn(unreal.ExponentialHeightFog, unreal.Vector(0, 0, 0), "Demo_Fog")
if fog:
comp = fog.get_component_by_class(unreal.ExponentialHeightFogComponent)
if comp:
for prop, value in (
("fog_density", 0.008),
("fog_height_falloff", 0.15),
("start_distance", 3000.0),
):
try:
comp.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"fog.{prop} not set: {exc!r}")
try:
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
except Exception as exc: # noqa: BLE001
log(f"fog mobility not set: {exc!r}")
log("staged: Demo_Fog (height fog, density 0.008)")
# Fixed exposure: without this the same road renders washed out or black
# depending on how much sky the camera frames. Pinning min == max brightness
# freezes the exposure at one value (the classic fixed-exposure trick);
# AEM_MANUAL with a bias was tried first and blew the frame out.
ppv = spawn(unreal.PostProcessVolume, unreal.Vector(0, 0, 0), "Demo_PostProcess")
if ppv:
ppv.set_editor_property("unbound", True)
settings = ppv.get_editor_property("settings")
for prop, value in (
("override_auto_exposure_method", True),
("auto_exposure_method", unreal.AutoExposureMethod.AEM_HISTOGRAM),
("override_auto_exposure_min_brightness", True),
("auto_exposure_min_brightness", 1.0),
("override_auto_exposure_max_brightness", True),
("auto_exposure_max_brightness", 1.0),
("override_auto_exposure_bias", True),
("auto_exposure_bias", 0.0),
):
try:
settings.set_editor_property(prop, value)
except Exception as exc: # noqa: BLE001
log(f"pp.{prop} not set: {exc!r}")
ppv.set_editor_property("settings", settings)
log("staged: Demo_PostProcess (fixed exposure, min=max brightness 1.0)")
# --- hero facade on the measured building line ------------------------
# Hero placement, corrected 2026-11-07 when the neighbouring frontage was
# added: UE south is +Y (the south sidewalk is Y +718..+1447) and the block
# frontage sits at X -24276..-12082 with a gap at -14591..-12082 for 6840.
# The old (-10722.5, -1443) put the facade 26 m east of its footprint and on
# the NORTH side of the street, which only looked right while it stood alone.
hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
if hero:
actor = spawn(unreal.StaticMeshActor, unreal.Vector(*ue_placement.HERO_LOCATION_CM), ue_placement.HERO_ACTOR)
if actor:
actor.static_mesh_component.set_static_mesh(hero)
actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
log("staged: Hero_Facade at the building line")
else:
log("MISSING: SM_HeroFacade — run Tools/ue_hero_facade_import.py")
# --- site meshes, if they have been imported --------------------------
# Blender's flat diffuse colours do not survive FBX -> Unreal: Interchange
# builds a material with a default white base colour, and the terrain even
# lands with WorldGridMaterial. Every site surface therefore rendered white,
# which is what washed out the demo. Assign explicit colours per mesh here.
# Look-developed surface materials (see ensure_material for the graph).
MATERIAL_SPECS = {
"M_Asphalt": dict(dark=(0.040, 0.040, 0.044), bright=(0.072, 0.072, 0.078),
roughness=0.92, specular=0.22, noise_scale=0.006,
texture="T_Asphalt", tile_cm=900.0),
"M_Concrete": dict(dark=(0.44, 0.42, 0.39), bright=(0.56, 0.54, 0.50),
roughness=0.88, specular=0.28, noise_scale=0.004,
texture="T_Concrete", tile_cm=250.0),
"M_KerbConcrete": dict(dark=(0.47, 0.45, 0.42), bright=(0.60, 0.58, 0.54),
roughness=0.85, specular=0.30, noise_scale=0.008),
"M_Ground": dict(dark=(0.22, 0.20, 0.17), bright=(0.33, 0.30, 0.26),
roughness=0.98, specular=0.15, noise_scale=0.003),
"M_RoadPaint": dict(dark=(0.74, 0.74, 0.72), bright=(0.86, 0.86, 0.84),
roughness=0.62, specular=0.35, noise_scale=0.02),
# Ashlar coursing at 0.55 m (a 0.10 m band joint), the reading the 2009
# facade photograph gives for the hero's stone; roughness breaks up so the
# wall is not one specular plane.
"M_FacadeStone": dict(dark=(0.62, 0.58, 0.50), bright=(0.76, 0.72, 0.64),
roughness=0.70, specular=0.32, noise_scale=0.005,
courses_m=0.55, joint_width=0.11,
joint_tint=(0.40, 0.37, 0.32), roughness_variation=0.12,
texture="T_StoneAshlar", tile_cm=440.0),
# Rendered/stucco frontage: no coursing, but a fine tooth and a wider
# roughness range than before, because flat stucco is what read as plastic.
"M_Stucco": dict(dark=(0.50, 0.46, 0.40), bright=(0.68, 0.64, 0.57),
roughness=0.76, specular=0.25, noise_scale=0.0025,
roughness_variation=0.20, texture="T_Stucco", tile_cm=260.0),
# Stone in shadow: the hero's recessed wall behind the colonnade. Same
# coursing as the face, a stop darker, so depth reads without a light.
"M_FacadeStoneShadow": dict(dark=(0.40, 0.37, 0.32), bright=(0.52, 0.49, 0.43),
roughness=0.78, specular=0.26, noise_scale=0.005,
courses_m=0.55, joint_width=0.11,
joint_tint=(0.28, 0.26, 0.23),
roughness_variation=0.10),
# Glazing: low roughness, strong specular. A plausible IOR for glass sits
# near 1.5, which UE expresses through specular ~0.5-0.6 on an opaque
# surface (there is no refraction pass at blockout fidelity).
"M_FacadeGlass": dict(dark=(0.030, 0.045, 0.055), bright=(0.075, 0.095, 0.110),
roughness=0.14, specular=0.62, noise_scale=0.01,
roughness_variation=0.06),
# The JIMMY KIMMEL banners: the one saturated surface on the elevation.
"M_FacadeBanner": dict(dark=(0.32, 0.05, 0.07), bright=(0.55, 0.10, 0.12),
roughness=0.72, specular=0.22, noise_scale=0.02,
roughness_variation=0.12),
}
SURFACE_MATERIALS = {
"Terrain_DEM": "M_Ground",
"Road_Hollywood": "M_Asphalt",
"Sidewalk_South": "M_Concrete",
"Sidewalk_North": "M_Concrete",
"Kerb_South": "M_KerbConcrete",
"Kerb_North": "M_KerbConcrete",
"Crossing_Markings": "M_RoadPaint",
}
textures = ensure_textures()
built = {}
for mat_name, spec in MATERIAL_SPECS.items():
built[mat_name] = ensure_material(mat_name, spec, textures)
imported = 0
for name, mat_name in SURFACE_MATERIALS.items():
mesh = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Site/{name}")
if mesh is None:
continue
# The imported terrain carries a bounding-box simple collision proxy,
# which puts an invisible lid ~8 m over the whole block: the player
# walks on that box instead of the street. Force trace against the real
# triangles so the carved street corridor is actually open.
if "Terrain" in name:
asset = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Site/{name}")
if asset:
unreal.GigLineAssetTools.set_complex_collision_as_simple(asset, True)
# The flag lives on the asset, not the map: persist it or the
# next session reloads the bbox proxy and the street is buried.
saved_asset = unreal.EditorAssetLibrary.save_loaded_asset(asset)
log(f"terrain collision: {unreal.GigLineAssetTools.get_collision_complexity(asset)} "
f"(saved asset: {saved_asset})")
actor = spawn(unreal.StaticMeshActor, unreal.Vector(0, 0, 0), f"Demo_{name}")
if actor:
comp = actor.static_mesh_component
comp.set_static_mesh(mesh)
# Immutable level geometry must be STATIC to reliably expose its
# complex-as-simple collision body to CharacterMovement; staging
# these MOVABLE let the player fall through the world.
comp.set_mobility(unreal.ComponentMobility.STATIC)
comp.set_collision_enabled(unreal.CollisionEnabled.QUERY_AND_PHYSICS)
comp.set_collision_object_type(unreal.CollisionChannel.ECC_WORLD_STATIC)
comp.set_collision_profile_name("BlockAll")
mat = built.get(mat_name)
if mat:
comp.set_material(0, mat)
imported += 1
log(f"staged {imported} site meshes with explicit surface materials")
# The hero facade and the two north-side buildings are staged by other
# scripts (or reused between rebuilds), so assign their look materials by
# actor label after everything is in the level.
LABEL_MATERIALS = {"Hero_Facade": "M_FacadeStone",
"North_TCL_Chinese": "M_Stucco",
"North_Madame_Tussauds": "M_Stucco"}
# Assign per SLOT, by what the slot's imported material is called, not just
# slot 0: the hero mesh's slot 0 is the banner, so the stone, the shadowed
# stone and the glazing were all still wearing their flat Blender materials.
SLOT_RULES = (
("glass", "M_FacadeGlass"),
("banner", "M_FacadeBanner"),
("stoneshadow", "M_FacadeStoneShadow"),
("stone", "M_FacadeStone"),
("roof", "M_Concrete"),
("wall", "M_Stucco"),
)
def slot_material_name(slot_mesh_material):
if not slot_mesh_material:
return None
key = slot_mesh_material.get_name().lower()
for needle, target in SLOT_RULES:
if needle in key:
return target
return None
assigned = 0
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
fallback = LABEL_MATERIALS.get(actor.get_actor_label())
comp = actor.get_component_by_class(unreal.StaticMeshComponent)
if not comp or not comp.static_mesh:
continue
slots = comp.static_mesh.get_editor_property("static_materials")
touched = 0
for index, slot in enumerate(slots):
mesh_mat = slot.get_editor_property("material_interface")
target = slot_material_name(mesh_mat) or fallback
if target and target in built:
comp.set_material(index, built[target])
touched += 1
if touched:
assigned += 1
log(f"materials {actor.get_actor_label()}: {touched}/{len(slots)} slots")
log(f"assigned look materials to {assigned} facade/background actors")
# --- surrounding block frontage ---------------------------------------
# The other five south-side buildings verified for the block
# (Geo/verification/2026-11-06-el-capitan-block.md), exported in place from
# the OSM blockout with a Y mirror so they sit on the south side with the
# hero. The 6840 site itself is the hand-modelled SM_HeroFacade above.
FRONTAGE = (
("SM_Hollywood_6922", "6922"),
("SM_Hollywood_6902", "6902"),
("SM_ElCapitanTheatre", "6838 El Capitan Theatre"),
("SM_Budget_6822", "6822 Budget"),
("SM_Hollywood_6806", "6806-6820"),
("SM_LeeDrug_6800", "6800 Lee Drug"),
)
staged_frontage = 0
for asset_name, label in FRONTAGE:
mesh = unreal.EditorAssetLibrary.load_asset(f"/Game/Hollywood/Frontage/{asset_name}")
if mesh is None:
log(f"MISSING frontage {asset_name} — run Tools/ue_import_block_frontage.py")
continue
actor = spawn(unreal.StaticMeshActor, unreal.Vector(0, 0, 0), f"Frontage_{asset_name}")
if actor:
comp = actor.static_mesh_component
comp.set_static_mesh(mesh)
comp.set_mobility(unreal.ComponentMobility.MOVABLE)
# The two theatre buildings read as stone; the retail run as stucco.
mat_name = "M_FacadeStone" if "Theatre" in asset_name else "M_Stucco"
if mat_name in built:
comp.set_material(0, built[mat_name])
staged_frontage += 1
log(f"staged {staged_frontage} frontage buildings")
# --- player start: north sidewalk, facing the hero frontage -------------
# Signs were measured from the imported meshes rather than assumed: the FBX
# preset flips north, so in Unreal the road spans Y -1382..+1047, the NORTH
# sidewalk is at Y -1912..-1053 and the SOUTH sidewalk at Y +718..+1447.
# The hero facade is on the SOUTH side at Y +1307. Stand on the north
# sidewalk and face south (+Y, yaw 90) across the road at it.
# CRITICAL: the terrain is only carved inside the street corridor, and
# terrain_from_dem.py --corridor 10.7 is a HALF-width around the road
# centreline (Y ~= -167), so the cut band is Y -1237..+902. A PlayerStart at
# Y -1700 sits OUTSIDE it, under ~8 m of uncut terrain: the capsule spawns
# embedded, depenetration pops it to Z ~909 (terrain top 819 + half-height
# 87.5) and it never touches the sidewalk. Y -1150 is on the north sidewalk
# (Y -1912..-1053) AND inside the cut, so the pavement is the ground.
# Z 600 is clear air; the capsule drops onto the pavement and settles.
spawn(unreal.PlayerStart, unreal.Vector(-13336.0, -1150.0, 600.0), "Demo_PlayerStart",
unreal.Rotator(pitch=0.0, yaw=90.0, roll=0.0))
log("staged: Demo_PlayerStart on the cut north sidewalk, facing south (+Y)")
# A lockable LFS .umap checks out read-only, which makes save_map silently
# return False — chmod u+w first or the staged actors never persist.
umap = os.path.join(unreal.Paths.project_dir(), MAP.replace("/Game/", "Content/") + ".umap")
if os.path.exists(umap) and not os.access(umap, os.W_OK):
os.chmod(umap, 0o644)
log(f"map writable: chmod u+w {umap}")
saved = unreal.EditorLoadingAndSavingUtils.save_map(
unreal.EditorLevelLibrary.get_editor_world(), MAP)
log(f"save_map {MAP}: {saved}")
try:
build()
except Exception as exc: # noqa: BLE001
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")