Completes "Fixed daytime lighting and basic ambience" for 0.1.0. All 14 screenshots approved by the owner. Lighting rig (Tools/ue_build_demo_map.py): - Sun pitch -50 / yaw 120, intensity 4, warm (255/245/230), atmosphere sun light - Sky light 2.6 with real-time capture, sky atmosphere, height fog (density 0.008) - Unbound post-process volume with fixed exposure (min == max brightness) so a shot cannot wash out or crush to black depending on how much sky it frames - Dynamic-only: r.AllowStaticLighting=False plus MOVABLE lights and mesh components, so the editor's "LIGHTING NEEDS TO BE REBUILT" warning no longer fires and nothing needs baking Bugs found and fixed on the way: - Blender diffuse colours do not survive the FBX -> Unreal import: every site material arrived white and the terrain arrived with WorldGridMaterial, which is what actually made the scene look blown out. The demo builder now creates and assigns M_Asphalt, M_Concrete, M_Ground and M_RoadPaint. - Only one of the three crossings reached the game: each zebra band was its own object, so Blender renamed the duplicates .001/.002 and exact-name site assembly skipped them. All bands are now one Crossing_Markings mesh. - Demo cameras: street-level sat inside the facade body (rendering its unlit back face) and the crossing camera aimed at the s=36.6 crossing instead of the designated s=130.1 (UE X -14956). - The terrain had no material and imported as a bright default grid. - Cleared a committed Android File Server SecurityToken (plugin disabled and shipping-excluded; the value must stay empty). Docs: - Screenshots/README.md: one consolidated table for all 14 shots with map, camera view and description; all approved. - MEMORY.md: records the material-import, exposure, light_color struct, band-naming, camera-bounds and lighting-build traps. - TODO.md: lighting item marked done. Squash of branch gameplay-lighting-0.1.0 (PR #3).
313 lines
17 KiB
Python
313 lines
17 KiB
Python
# Builds /Game/Test/ReviewMap — the visual-review scene — and saves it as a
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# map asset. Run before the screenshot pass (Tools/render_screenshots.sh does
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# this automatically).
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#
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# Scene: metric floor, key light, fill sky, sky atmosphere, MPFB character,
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# the three 1 m scale cubes, and an AGigLineShotActor with the camera list.
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#
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# UnrealEditor-Cmd <uproject> -run=pythonscript -script=<repo>/Tools/ue_build_review_map.py \
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# -nullrhi -unattended -nopause -stdout
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#
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# Do NOT load_map here: after a map load the commandlet's spawn context dies
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# (every spawn_actor call returns None). Everything is spawned into the
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# default world and saved as a new map asset.
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import os
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import unreal
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RESULT = "/tmp/ue-review-map-result.txt"
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MAP_PATH = "/Game/Test/ReviewMap"
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lines = []
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# EditorLevelLibrary.load_level/new_level are deprecated no-ops in -nullrhi
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# commandlets (they return without switching worlds, so staged actors land in
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# whatever world is current and get saved over the wrong map). The
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# LevelEditorSubsystem actually switches.
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LES = unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)
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def switch_level(path):
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return LES.load_level(path)
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def log(msg):
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lines.append(str(msg))
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def ensure_writable(path):
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# A packed .umap left read-only (git sets 644->444 on checkout, or the
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# editor re-flags it) makes save_map silently return False with no error.
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# chmod u+w it so the staged camera list and actors actually persist.
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p = os.path.join(unreal.Paths.project_dir(), path.replace("/Game/", "Content/") + ".umap")
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try:
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mode = os.stat(p).st_mode & 0o777
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if mode & 0o200 == 0:
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os.chmod(p, 0o644)
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log(f"map writable: chmod u+w {p} (was {oct(mode)})")
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except FileNotFoundError:
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pass
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def spawn(cls, loc, label=None, scale=None, rot=None):
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a = unreal.EditorLevelLibrary.spawn_actor_from_class(cls, loc)
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if a is None:
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log(f"spawn {cls.__name__} returned None")
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return None
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if rot is not None:
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a.set_actor_rotation(rot, False)
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if scale is not None:
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a.set_actor_scale3d(scale)
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if label:
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a.set_actor_label(label)
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return a
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# --- scene -------------------------------------------------------------------
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try:
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# Neutral gray floor material (the scale-test mesh ships red)
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floor_mat = None
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if not unreal.EditorAssetLibrary.does_asset_exist("/Game/Test/M_ReviewFloor"):
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floor_mat = unreal.AssetToolsHelpers.get_asset_tools().create_asset(
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"M_ReviewFloor", "/Game/Test", unreal.Material, unreal.MaterialFactoryNew())
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n = unreal.MaterialEditingLibrary.create_material_expression(
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floor_mat, unreal.MaterialExpressionConstant3Vector)
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n.set_editor_property("constant", unreal.LinearColor(0.35, 0.35, 0.35, 1.0))
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unreal.MaterialEditingLibrary.connect_material_property(
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n, "", unreal.MaterialProperty.MP_BASE_COLOR)
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unreal.MaterialEditingLibrary.recompile_material(floor_mat)
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unreal.EditorAssetLibrary.save_loaded_asset(floor_mat)
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else:
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floor_mat = unreal.EditorAssetLibrary.load_asset("/Game/Test/M_ReviewFloor")
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floor_mesh = unreal.EditorAssetLibrary.load_asset("/Game/Test/ScaleTest/ScaleTest_A")
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if floor_mesh and floor_mat:
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# 1 m reference cube scaled to 90 m x 90 m x 0.1 m, top face at Z 0. The
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# scale is applied on the actor, so Z is -5 cm (+/- 5 cm around centre).
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# Covers the review scene AND the hero blockout 100 m away, so facade shots
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# no longer end at the black horizon band (160 m square, top face at Z 0).
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floor = spawn(unreal.StaticMeshActor, unreal.Vector(-5000, 450, -5.0), "ReviewFloor",
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scale=(160.0, 160.0, 0.1))
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if floor:
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floor.static_mesh_component.set_static_mesh(floor_mesh)
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floor.static_mesh_component.set_material(0, floor_mat)
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log("staged: floor (160 m square, gray, top face Z 0)")
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else:
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log("floor spawn failed")
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# Lights are Movable and the project disables static lighting
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# (r.AllowStaticLighting=False), so no baked lighting build is needed and
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# the editor stops asking to rebuild lighting.
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sun = spawn(unreal.DirectionalLight, unreal.Vector(0, 0, 900), "RenderKeyLight",
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rot=unreal.Rotator(pitch=-38.0, yaw=35.0, roll=0.0))
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if sun:
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comp = sun.get_component_by_class(unreal.DirectionalLightComponent)
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if comp:
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try:
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comp.set_mobility(unreal.ComponentMobility.MOVABLE)
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except Exception as exc: # noqa: BLE001
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log(f"key light mobility not set: {exc!r}")
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log("staged: DirectionalLight (movable)")
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sky = spawn(unreal.SkyLight, unreal.Vector(0, 0, 1200), "RenderFillSky")
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if sky:
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comp = sky.get_component_by_class(unreal.SkyLightComponent)
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if comp:
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try:
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comp.set_mobility(unreal.ComponentMobility.MOVABLE)
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except Exception as exc: # noqa: BLE001
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log(f"fill sky mobility not set: {exc!r}")
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log("staged: SkyLight (movable)")
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if spawn(unreal.SkyAtmosphere, unreal.Vector(0, 0, 0), "RenderSky"):
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log("staged: SkyAtmosphere")
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char_mesh = unreal.EditorAssetLibrary.load_asset("/Game/Test/Character/character")
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if char_mesh:
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ch = spawn(unreal.SkeletalMeshActor, unreal.Vector(0, 0, 0), "ReviewCharacter",
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rot=unreal.Rotator(pitch=0.0, yaw=180.0, roll=0.0))
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if ch:
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comp = ch.skeletal_mesh_component
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comp.set_skinned_asset_and_update(char_mesh)
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# Root at the soles, not the world origin: the composes put feet on the
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# floor's top face (Z = 0). If the skeletal root is not at the soles the
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# character would float or sink, so report the bounds for the review.
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if hasattr(ch, "set_actor_location"):
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ch.set_actor_location(unreal.Vector(0, 0, 0), False, False)
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mn, mx = (None, None)
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try:
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_origin, _box = ch.get_actor_bounds(False)
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log(f"staged: MPFB character at origin, bounds z {_box.z:.1f} cm")
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except Exception as exc: # noqa: BLE001
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log(f"character bounds unavailable: {exc!r}")
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log("staged: MPFB character at origin, facing -Y")
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else:
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log("MISSING: /Game/Test/Character/character")
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# Two cubes only, on purpose: one resting on the floor gives the ground-contact
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# and scale reference, one held at 2 m gives a clean cast shadow to compare
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# against. Their positions are chosen so both are in the overview frame and
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# neither overlaps the character.
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cube_specs = (
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("ScaleTest_A", -250.0, 600.0, 50.0, "on the ground: base at Z 0"),
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("ScaleTest_B", 250.0, 600.0, 250.0, "floating at 2 m: casts a separation shadow"),
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)
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for name, x, y, z, why in cube_specs:
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m = unreal.EditorAssetLibrary.load_asset(f"/Game/Test/ScaleTest/{name}")
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if m:
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c = spawn(unreal.StaticMeshActor, unreal.Vector(x, y, z), f"Cube_{name}")
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if c:
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c.static_mesh_component.set_static_mesh(m)
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log(f"staged: {name} at ({x}, {y}, {z}) - {why}")
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# Hero facade, if the import has run: two views a reviewer needs — straight on
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# from the north sidewalk, and the oblique street view from further west.
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# Hero placement in Unreal centimetres (see Geo/manifests/local-origin.md):
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# front plane on the building line, body behind it.
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hero_x = -12024.5 + 1302.0
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hero_y = -1450.0 + 7.0
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hero = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/ElCapitan/SM_HeroFacade")
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# The imported mesh spans Y -7..+1250 cm in local space (front plane at -7, the
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# body behind it) and is centred on X, so the actor sits at building line + 7 cm.
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if hero:
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actor = spawn(unreal.StaticMeshActor, unreal.Vector(hero_x, hero_y, 0.0), "Hero_Facade")
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if actor:
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actor.static_mesh_component.set_static_mesh(hero)
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actor.static_mesh_component.set_mobility(unreal.ComponentMobility.STATIC)
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log("staged: hero facade at the measured building line")
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else:
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log("MISSING: /Game/Hollywood/ElCapitan/SM_HeroFacade (run Tools/ue_hero_facade_import.py)")
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# --- player pawn ---------------------------------------------------------
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# The review rounds must show the pawn the game actually spawns, not only the
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# mannequin. Spawn the real character class so its capsule, camera height and
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# ground contact are what gets rendered.
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pawn = None
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char_class = unreal.load_class(None, "/Script/GigLine.GigLineCharacter")
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if char_class:
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pawn = spawn(char_class, unreal.Vector(0, 0, 90), "PlayerPawn")
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if pawn:
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log("staged: PlayerPawn (AGigLineCharacter) at the spawn point")
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else:
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log("MISSING: /Script/GigLine.GigLineCharacter")
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# --- NPC prefab -----------------------------------------------------------
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# The reusable NPC person: a collision capsule + visible MPFB body, standing
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# feet on Z 0, placed clear of the pawn so the prefab reads on its own.
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npc = None
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npc_class = unreal.load_class(None, "/Script/GigLine.GigLineNPCPerson")
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if npc_class:
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npc = spawn(npc_class, unreal.Vector(-4500, 300, 0), "NPC_Person")
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if npc:
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log("staged: NPC_Person (AGigLineNPCPerson) at Z 0")
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else:
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log("MISSING: /Script/GigLine.GigLineNPCPerson")
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# --- camera list ---------------------------------------------------------
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# Every camera is a (name, location, target) triple; the look-at rotation is
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# computed from the pair so a camera cannot drift out of aim when one number
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# changes. Keep retired shots out of this list entirely.
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cams = [
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# wide scene: character, both cubes, floor
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("overview", unreal.Vector(700, -900, 620), unreal.Vector(0, 300, 80)),
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# the MPFB mannequin, mid shot
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("character", unreal.Vector(200, -300, 160), unreal.Vector(0, 0, 85)),
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# both cubes from the south: contact shadow vs cast shadow
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("scale-cubes", unreal.Vector(0, -900, 200), unreal.Vector(0, 600, 80)),
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# the pawn the game spawns, with the grounded cube beside it
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("player-placement", unreal.Vector(320, -520, 140), unreal.Vector(0, 0, 80)),
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# the NPC prefab: capsule + visible body, feet on Z 0, at double scale
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# distance because it stands off to the west of the main staging
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("npc-prefab", unreal.Vector(-4200, 600, 160), unreal.Vector(-4500, 300, 90)),
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# low, close on feet and cube base: ground contact must be obvious
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("ground-contact", unreal.Vector(180, -260, 35), unreal.Vector(0, 40, 20)),
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# shadow comparison, low angle so both shadows read
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("shadow-compare", unreal.Vector(-650, -700, 120), unreal.Vector(0, 600, 60)),
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# the three entry portals at street level
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# street level, aimed at the base of the centre portal: the portals sit at
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# Z 0..340 cm behind a 145 cm plinth, so the camera looks slightly down and
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# targets the portal sill rather than the centre of the elevation.
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# Standing 25 m out at eye height frames the whole elevation, which is what
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# the portal detail needs: the portals are small against a 14.5 m façade.
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# On the pavement in front of the flight: a pedestrian's own eye line, the
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# angle the photographs that established the portals were taken from.
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# eye height at 8 m: fills the frame with the three doorways, the flights and
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# the plinth, which is what "portal detail" means here.
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("hero-portals", unreal.Vector(hero_x + 100, -2250, 170), unreal.Vector(hero_x + 100, hero_y, 230)),
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# straight on from the north sidewalk; the building body spans Y -1443..+250
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("hero-facade-front", unreal.Vector(hero_x + 200, -3200, 420), unreal.Vector(hero_x, hero_y + 400, 760)),
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# oblique from the north-west, reading the colonnade in depth
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("hero-facade-oblique", unreal.Vector(hero_x - 2200, -3400, 620), unreal.Vector(hero_x + 300, hero_y, 700)),
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]
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# --- review shot cameras + save -------------------------------------------
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# Order matters: the review scene is staged in the default (unsaved) world.
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# Save it as ReviewMap BEFORE touching DemoMap — switching back to a map
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# that only exists in memory fails silently, and the final save would then
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# write the demo world over ReviewMap (this exact corruption happened once).
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shots = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
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if shots:
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shots.set_editor_property("shot_locations", [c[1] for c in cams])
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shots.set_editor_property(
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"shot_rotations",
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[unreal.MathLibrary.find_look_at_rotation(c[1], c[2]) for c in cams])
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shots.set_editor_property("shot_names", [c[0] for c in cams])
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shots.set_editor_property("quit_when_done", True)
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log(f"staged: ShotSequencer with {len(cams)} cameras: {', '.join(c[0] for c in cams)}")
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ensure_writable(MAP_PATH)
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saved = unreal.EditorLoadingAndSavingUtils.save_map(
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unreal.EditorLevelLibrary.get_editor_world(), MAP_PATH)
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log(f"save_map {MAP_PATH}: {saved}")
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# --- demo map views: what the player actually sees ----------------------
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demo = unreal.EditorAssetLibrary.load_asset("/Game/Hollywood/DemoMap")
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if demo and unreal.EditorAssetLibrary.does_asset_exist("/Game/Hollywood/DemoMap"):
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# The demo map has terrain, street, sidewalks and the facade; the review
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# floor does not. Load it, stage the shot cameras, save. No switch back:
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# the review map is already saved, and the run ends here.
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switch_level("/Game/Hollywood/DemoMap")
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for actor in unreal.EditorLevelLibrary.get_all_level_actors():
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if actor.get_actor_label() == "ShotSequencer":
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unreal.EditorLevelLibrary.destroy_actor(actor)
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# Unreal signs, measured from the imported site meshes: north sidewalk at
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# Y -1912..-1053, road -1382..+1047, south sidewalk +718..+1447, facade at
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# Y -1450. So "opposite the facade" is Y -1650 and the view faces -Y.
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demo_shots = [
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# 14 m back so the 14.5 m elevation fits: at 2 m the camera sees only
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# the colonnade's underside.
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("demo-spawn-view", unreal.Vector(-10722.5, -3500, 165), unreal.Vector(-10722.5, -1450, 700)),
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# Street level, from the north sidewalk: the old camera sat at Y -400,
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# inside the facade body (which spans Y -1457..-200), so it looked at
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# the unlit back face. Y -2600 is on the sidewalk in front of the lit
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# elevation.
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("demo-street-level", unreal.Vector(-10850, -2600, 170), unreal.Vector(-10722.5, -1450, 400)),
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# The designated mid-block crossing. Street arc length runs from the
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# west end (s=0 at X -27966 cm), so s=130.1 m is UE X -14956, not the
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# -24291 the old camera used (that is the s=36.6 crossing). Camera sits
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# on the north sidewalk looking along the crosswalk itself, which is
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# the pedestrian's view and shows the zebra bars as bars.
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("demo-crossing", unreal.Vector(-15250, -2500, 400), unreal.Vector(-14956, 400, 150)),
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# the two north-side background buildings (TCL, Tussaud's) seen from
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# the south sidewalk, across Hollywood Blvd: their frontage and mass.
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("demo-north-buildings", unreal.Vector(-22800, -1000, 400), unreal.Vector(-22800, 3000, 300)),
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]
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seq = spawn(unreal.GigLineShotActor, unreal.Vector(0, 0, 300), "ShotSequencer")
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if seq:
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seq.set_editor_property("shot_locations", [c[1] for c in demo_shots])
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seq.set_editor_property("shot_rotations",
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[unreal.MathLibrary.find_look_at_rotation(c[1], c[2]) for c in demo_shots])
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seq.set_editor_property("shot_names", [c[0] for c in demo_shots])
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# quit after the demo shots so a dedicated DemoMap capture run
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# terminates cleanly (render_screenshots.sh runs both maps).
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seq.set_editor_property("quit_when_done", True)
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ensure_writable("/Game/Hollywood/DemoMap")
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saved = unreal.EditorLoadingAndSavingUtils.save_map(
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unreal.EditorLevelLibrary.get_editor_world(), "/Game/Hollywood/DemoMap")
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log(f"demo map staged: {len(demo_shots)} cameras, save {saved}")
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else:
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log("MISSING: /Game/Hollywood/DemoMap (run Tools/ue_build_demo_map.py)")
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except Exception as exc: # noqa
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log(f"staging failed: {exc!r}")
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with open(RESULT, "w") as f:
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f.write("\n".join(lines) + "\n")
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