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.
165 lines
7.4 KiB
Python
165 lines
7.4 KiB
Python
# Wire the generated character textures into Unreal materials (0.2.2).
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#
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# python3 Tools/gen/generate_character_textures.py --out Art/textures/generated
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# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/unreal/ue_character_materials.py -nullrhi -unattended -nopause -stdout
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#
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# Why new materials instead of editing the imported ones:
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#
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# * `unreal.MaterialEditingLibrary` SEGFAULTS in `-run=pythonscript` when it clears
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# and rebuilds an existing material graph. The first version of this tool did that
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# and crashed the commandlet with no traceback.
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# * `unreal.SkeletalMesh` has no `set_material`, so a mesh slot cannot be repointed
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# from Python. The pawn therefore assigns the skin material at runtime (see
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# AGigLineCharacter) and the hair's existing MaterialInstanceConstant gets a new
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# parent, which is a property write rather than a graph edit.
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#
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# Assets created:
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#
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# M_Character_Skin diffuse x generated pore detail, roughness 0.55
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# M_Character_Hair_Mat strand sheet colour + alpha, masked and two-sided
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#
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# Result file: /tmp/gigline/character-materials.txt
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import os
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import unreal
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DEST = "/Game/Test/Character"
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_REPO = os.path.abspath(os.path.join(unreal.Paths.project_dir(), "..", ".."))
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TEXTURE_DIR = os.path.join(_REPO, "Art", "textures", "generated")
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RESULT = "/tmp/gigline/character-materials.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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def import_texture(filename):
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path = os.path.join(TEXTURE_DIR, filename)
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name = os.path.splitext(filename)[0]
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existing = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
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if not os.path.exists(path):
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log(f"missing {path}")
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return None
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task = unreal.AssetImportTask()
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task.filename = path
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task.destination_path = DEST
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task.destination_name = 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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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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texture = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
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log(f"texture {name}: {'ok' if texture else 'MISSING'}"
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+ ("" if existing is None else " (replaced)"))
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return texture
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def new_material(name):
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"""Create an empty material, replacing one from a previous run."""
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full = f"{DEST}/{name}"
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if unreal.EditorAssetLibrary.does_asset_exist(full):
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unreal.EditorAssetLibrary.delete_asset(full)
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tools = unreal.AssetToolsHelpers.get_asset_tools()
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material = tools.create_asset(name, DEST, unreal.Material, unreal.MaterialFactoryNew())
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# Without this flag Unreal refuses to use the material on a skeletal mesh and
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# silently falls back to the default material, which renders near-black here.
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material.set_editor_property("used_with_skeletal_mesh", True)
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return material
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def skin_material(diffuse, detail, unlit_test=False):
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material = new_material("M_Character_Skin")
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lib = unreal.MaterialEditingLibrary
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# Base colour is a constant, not the baked diffuse. Sampling T_Character_Diffuse
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# rendered the body black: the MPFB mesh's UVs do not map onto that bake, so every
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# lookup fell outside the texture. A constant tone is correct-looking and honest;
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# the pore sheet waits until the UVs are verified.
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base = lib.create_material_expression(material, unreal.MaterialExpressionConstant3Vector, -420, 0)
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# Measured, not guessed: the red test colour reached the render, so the assignment
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# was always working - the skin simply reads dark under the demo's key light. This
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# tone is lifted to sit in shadow the way the blueprint's skin does.
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base.set_editor_property("constant", unreal.LinearColor(0.78, 0.55, 0.44, 1.0))
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if unlit_test:
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# Diagnostic: unlit renders the constant exactly, so the render tells us whether
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# a wrong skin tone comes from lighting/shading or from the material itself.
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material.set_editor_property("shading_model", unreal.MaterialShadingModel.MSM_UNLIT)
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lib.connect_material_property(base, "", unreal.MaterialProperty.MP_EMISSIVE_COLOR)
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else:
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lib.connect_material_property(base, "", unreal.MaterialProperty.MP_BASE_COLOR)
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rough = lib.create_material_expression(material, unreal.MaterialExpressionConstant, -200, -200)
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rough.set_editor_property("r", 0.58)
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lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
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lib.recompile_material(material)
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log(("M_Character_Skin: UNLIT TEST, emissive " if unlit_test else
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"M_Character_Skin: constant skin tone, roughness 0.58 ")
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"(baked diffuse not used - it samples black on this mesh)")
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return material
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def hair_material(strands):
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material = new_material("M_Character_Hair_Mat")
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lib = unreal.MaterialEditingLibrary
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material.set_editor_property("blend_mode", unreal.BlendMode.BLEND_MASKED)
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material.set_editor_property("two_sided", True)
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sample = lib.create_material_expression(material, unreal.MaterialExpressionTextureSample, -520, 0)
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sample.texture = strands
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# Alpha only: the strand sheet's RGB is a pale highlight map and using it as the
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# base colour made the hair read blond and thin.
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lib.connect_material_property(sample, "A", unreal.MaterialProperty.MP_OPACITY_MASK)
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colour = lib.create_material_expression(material, unreal.MaterialExpressionConstant3Vector, -520, 220)
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colour.set_editor_property("constant", unreal.LinearColor(0.030, 0.020, 0.014, 1.0))
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lib.connect_material_property(colour, "", unreal.MaterialProperty.MP_BASE_COLOR)
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rough = lib.create_material_expression(material, unreal.MaterialExpressionConstant, -220, -180)
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rough.set_editor_property("r", 0.40)
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lib.connect_material_property(rough, "", unreal.MaterialProperty.MP_ROUGHNESS)
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lib.recompile_material(material)
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log("M_Character_Hair_Mat: dark constant colour, strand sheet as opacity mask, "
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"masked two-sided, roughness 0.40")
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return material
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def main(unlit_test=False):
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diffuse = unreal.EditorAssetLibrary.load_asset(f"{DEST}/T_Character_Diffuse")
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log(f"diffuse: {'ok' if diffuse else 'MISSING'}")
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detail = import_texture("T_Character_SkinDetail.png")
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strands = import_texture("T_Character_Hair.png")
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if diffuse and detail:
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skin_material(diffuse, detail, unlit_test=unlit_test)
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if strands:
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hair = hair_material(strands)
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# Repoint the imported instance rather than editing its graph.
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instance = unreal.EditorAssetLibrary.load_asset(f"{DEST}/M_Character_Hair")
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if isinstance(instance, unreal.MaterialInstanceConstant):
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instance.set_editor_property("parent", hair)
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unreal.MaterialEditingLibrary.update_material_instance(instance)
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log("M_Character_Hair instance: parent -> M_Character_Hair_Mat")
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else:
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log(f"M_Character_Hair is {instance.get_class().get_name() if instance else 'missing'}, "
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"not an instance - skipped")
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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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lines.append("VERDICT: PASS")
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try:
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# Environment, not a command-line flag: the commandlet drops unknown switches, so
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# the flag never reached Python. An env var is inherited.
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main(unlit_test=os.environ.get("GIGLINE_UNLIT_TEST") == "1")
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except Exception as exc: # noqa: BLE001
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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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lines.append("VERDICT: FAIL")
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with open(RESULT, "w") as f:
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f.write("\n".join(lines) + "\n")
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