The e2e asset check now completes: PASS on all six steps - empty maps 9 s, demo build 10 s, review build 9 s, captures 80 s, judge 388 s, review file. Four breakages from the folder move had to be fixed first: - ue_placement and ue_common are siblings of the scripts that import them, but the rewrite put only the tools root on sys.path, so every Unreal commandlet died with ModuleNotFoundError. Both paths are inserted now. - render_screenshots.sh resolved the repository root one level up, so commandlet paths became Tools/Tools/... and the capture step failed in 0 s. - the driver treated a result file left by an earlier run as success, which is how a ten-second 'demo build' passed without building. Result files are unlinked before each step and child output streams to a per-step log file rather than a pipe. - two editors on one project hang instead of failing, so the driver refuses to start while one is running. Also corrects ue_recreate_maps.py: LevelEditorSubsystem.new_level() refuses a path whose package is still in memory and delete_asset() leaves the file on disk, measured create->delete->create returning False. The step now loads each map, destroys every actor, saves, and reports the count it left (0), which is the property the builders actually need. Open question recorded in TODO.md: the rebuilt map holds 409 actors and 613 KB against 600 and 886 KB before, and the ~190 missing ones look like the facade-kit and theatre-trim placements that run as separate steps.
115 lines
4.4 KiB
Python
115 lines
4.4 KiB
Python
#!/usr/bin/env python3
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"""Import the façade module kit into Unreal: /Game/Hollywood/Kit/*.
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Pairs with `Tools/blender/facade_kit_build.py`. Each piece is imported as its own static
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mesh at the module's origin (bottom-front centre), so a building can place a
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piece by bay index and storey index with a single offset.
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UnrealEditor-Cmd <uproject> -run=pythonscript \
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-script=Tools/unreal/ue_import_facade_kit.py -nullrhi -unattended -nopause -stdout
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Result file: /tmp/gigline/kit-import.txt (the commandlet swallows print()).
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"""
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from __future__ import annotations
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import os
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import sys
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import unreal
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_HERE = os.path.dirname(os.path.abspath(__file__))
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sys.path.insert(0, os.path.dirname(_HERE)) # tools root, for _common
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sys.path.insert(0, _HERE) # siblings in this folder (ue_common, ue_placement)
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import ue_common # noqa: E402
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SRC = "/tmp/gigline/kit"
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DEST = "/Game/Hollywood/Kit"
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RESULT = "/tmp/gigline/kit-import.txt"
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lines: list[str] = []
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def log(message: str) -> None:
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lines.append(message)
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print(message)
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def main() -> None:
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if not os.path.isdir(SRC):
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log(f"MISSING source directory {SRC} — run Tools/blender/facade_kit_build.py first")
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return
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files = sorted(f for f in os.listdir(SRC) if f.lower().endswith(".fbx"))
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if not files:
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log(f"no FBX files in {SRC}")
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return
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# Drop kit assets that the current build no longer produces (the pieces were
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# renamed to follow the SM_ convention), so the folder cannot accumulate two
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# generations of the same piece.
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expected = {os.path.splitext(f)[0] for f in files}
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for existing in unreal.EditorAssetLibrary.list_assets(DEST, recursive=False):
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name = existing.split("/")[-1].split(".")[0]
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if name not in expected:
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unreal.EditorAssetLibrary.delete_asset(f"{DEST}/{name}")
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log(f"removed stale kit asset {name}")
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for filename in files:
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asset_name = os.path.splitext(filename)[0]
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task = unreal.AssetImportTask()
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task.filename = os.path.join(SRC, filename)
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task.destination_path = DEST
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task.destination_name = asset_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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ui = unreal.FbxImportUI()
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ui.import_mesh = True
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ui.import_materials = True
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ui.import_textures = False
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ui.import_as_skeletal = False
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smd = ui.static_mesh_import_data
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smd.import_uniform_scale = 1.0
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smd.combine_meshes = True
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smd.convert_scene_unit = False
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smd.force_front_x_axis = False
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smd.normal_import_method = unreal.FBXNormalImportMethod.FBXNIM_IMPORT_NORMALS
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# Kit pieces are thin boxes and panes: complex-as-simple keeps the
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# collision on the real faces instead of a fat convex hull that would
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# fence off the shopfront glazing.
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smd.auto_generate_collision = False
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task.options = ui
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unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
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mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{asset_name}")
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if mesh is None:
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log(f"{asset_name}: IMPORT FAILED")
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continue
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# The FBX import also creates an M_Kit_* material per piece. The demo
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# assigns real site materials at assembly time, so those are clutter.
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for slot in mesh.get_editor_property("static_materials"):
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mat = slot.get_editor_property("material_interface")
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if mat and mat.get_name().startswith("M_Kit_"):
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unreal.EditorAssetLibrary.delete_asset(mat.get_path_name().split(".")[0])
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unreal.GigLineAssetTools.set_complex_collision_as_simple(mesh, True)
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unreal.EditorAssetLibrary.save_loaded_asset(mesh)
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box = mesh.get_bounding_box()
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mn, mx = box.min, box.max
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log(f"{asset_name:20} size=({mx.x - mn.x:6.1f}, {mx.y - mn.y:6.1f}, "
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f"{mx.z - mn.z:6.1f}) cm min=({mn.x:6.1f}, {mn.y:6.1f}, {mn.z:6.1f}) "
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f"collision={unreal.GigLineAssetTools.get_collision_complexity(mesh)}")
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log(f"imported {len(files)} kit piece(s) into {DEST}")
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try:
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main()
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except Exception as exc: # noqa: BLE001 - surface the failure in the result file
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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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os.makedirs(os.path.dirname(RESULT), exist_ok=True)
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with open(RESULT, "w", encoding="utf-8") as handle:
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handle.write("\n".join(lines) + "\n")
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