- ue_import_site.py: auto_generate_collision=True so FBX static meshes get real collision geometry (they imported with none -> complex-as-simple had nothing to use, player fell through). - ue_build_demo_map.py: PlayerStart cap raised to Z300 so the capsule feet start above the ~Z99-138 terrain surface there (an embedded spawn point is rejected -> 'NO PLAYERSTART with positive rating' -> origin fallback). - Re-imported site meshes + rebuilt DemoMap with the above. KNOWN-UNRESOLVED: packaged plain launch still spawns the capsule around Z-123 and falls; downward trace finds no geometry. Map assets are all present in the pak and referenced; runtime collision behavior needs a visual/interactive check (headless commandlet traces are unreliable). Investigate on this branch; do not merge to main.
121 lines
4.9 KiB
Python
121 lines
4.9 KiB
Python
# Import the Blender site meshes (terrain, road, sidewalks, kerbs) into Unreal.
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#
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# blender ... --python Art/blender/site/export_site_fbx.py -- --out /tmp/gigline/site
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# <engine>/.../UnrealEditor-Cmd <uproject> -run=pythonscript \
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# -script=<repo>/Tools/ue_import_site.py -nullrhi -unattended -nopause -stdout
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#
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# Each mesh is a separate FBX because they carry different materials and want
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# different collision settings (terrain and street are walkable surfaces).
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# Destination: /Game/Hollywood/Site/<name>.
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#
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# Y-axis note: the FBX preset maps Blender +Y (north) to Unreal -Y, so the site
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# arrives in the same frame as the hero facade. Nothing is mirrored here.
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import glob
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import os
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import unreal
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SRC = "/tmp/gigline/site"
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DEST = "/Game/Hollywood/Site"
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RESULT = "/tmp/gigline/site-import.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_fbx(path, name, collision="complex"):
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# 5.8 note: there is no FBX import 'no collision' switch exposed to Python;
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# a default import simply generates no collision primitives, so collision="none"
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# means: skip the trace-flag step below and leave the body setup empty.
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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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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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# Generate collision at import. A default FBX static-mesh import creates NO
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# collision primitives, so CTF_USE_COMPLEX_AS_SIMPLE later has nothing to use
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# and the player falls through the walkable surfaces (observed at runtime:
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# ground trace under the spawn hits nothing). auto_generate_collision bakes
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# collision geometry into the mesh so the walkable plane actually blocks.
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smd.auto_generate_collision = True
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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}/{name}")
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if mesh is None:
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log(f"MISSING after import: {DEST}/{name}")
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return
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# Collision is requested at import time so the 0.1.0 walkability check has
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# something to stand on. Terrain and street get complex-as-simple: a simple
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# hull would ramp straight over the kerbs.
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#
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# UE 5.8 exposes this only through the body setup's trace flag (the mesh itself
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# has no trace-flag property, and the subsystem has no setter in Python), so
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# the import path sets the body setup's trace flag, then verifies it by reading
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# it back.
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if collision == "none":
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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"{name:18} import ok size=({mx.x - mn.x:.0f}, {mx.y - mn.y:.0f}, {mx.z - mn.z:.0f}) cm "
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f"min_z={mn.z:.1f} collision=none")
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return
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trace = (unreal.CollisionTraceFlag.CTF_USE_COMPLEX_AS_SIMPLE
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if collision == "complex" else unreal.CollisionTraceFlag.CTF_USE_SIMPLE_AND_COMPLEX)
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try:
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body = mesh.get_editor_property("body_setup")
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body.set_editor_property("collision_trace_flag", trace)
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mesh.set_editor_property("body_setup", body)
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except Exception as exc: # noqa: BLE001 - report, do not fail the whole import
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log(f"{name}: could not set trace flag ({exc}); leaving the default")
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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"{name:18} import ok size=({mx.x - mn.x:.0f}, {mx.y - mn.y:.0f}, {mx.z - mn.z:.0f}) cm "
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f"min_z={mn.z:.1f} collision={collision}")
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def main():
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files = sorted(glob.glob(os.path.join(SRC, "*.fbx")))
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if not files:
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log(f"no FBX in {SRC}; run Art/blender/site/export_site_fbx.py first")
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return
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for path in files:
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stem = os.path.splitext(os.path.basename(path))[0]
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# Crossing markings are paint on the road surface — no collision at all,
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# so the player never stands on a 1 cm lip at the band edges.
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if stem == "Crossing_Markings":
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import_fbx(path, stem, "none")
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continue
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collision = "complex" if stem in ("Terrain_DEM", "Road_Hollywood",
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"Sidewalk_South", "Sidewalk_North") else "simple"
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import_fbx(path, stem, collision)
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unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
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try:
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main()
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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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with open(RESULT, "w") as f:
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f.write("\n".join(lines) + "\n")
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