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.
72 lines
2.5 KiB
Python
72 lines
2.5 KiB
Python
# Import the garment meshes as separate skeletal meshes (0.2.2).
|
|
#
|
|
# blender -b Art/blender/character/character-2026-11-07.blend \
|
|
# --python Tools/blender/character_clothing_build.py -- --out /tmp/gigline/clothing
|
|
# <engine>/Engine/Binaries/Linux/UnrealEditor-Cmd <uproject> -run=pythonscript \
|
|
# -script=<repo>/Tools/unreal/ue_character_clothing_import.py -nullrhi -unattended -nopause -stdout
|
|
#
|
|
# Each garment is its own asset, per the character-artist skill's rule that clothing
|
|
# stays separate so it can be swapped or re-materialled. The pawn attaches each one as
|
|
# a component using the body as the leader pose.
|
|
#
|
|
# Result file: /tmp/gigline/character-clothing-import.txt
|
|
|
|
import unreal
|
|
|
|
DEST = "/Game/Test/Character"
|
|
SOURCE = "/tmp/gigline/clothing"
|
|
GARMENTS = (("tee", "CharacterTee"), ("jeans", "CharacterJeans"), ("shoes", "CharacterShoes"))
|
|
RESULT = "/tmp/gigline/character-clothing-import.txt"
|
|
lines = []
|
|
|
|
|
|
def log(msg):
|
|
lines.append(str(msg))
|
|
unreal.log(str(msg))
|
|
|
|
|
|
def main():
|
|
for source, name in GARMENTS:
|
|
task = unreal.AssetImportTask()
|
|
task.filename = f"{SOURCE}/{source}.fbx"
|
|
task.destination_path = DEST
|
|
task.destination_name = name
|
|
task.automated = True
|
|
task.save = True
|
|
task.replace_existing = True
|
|
|
|
ui = unreal.FbxImportUI()
|
|
ui.import_mesh = True
|
|
ui.import_as_skeletal = True
|
|
ui.import_animations = False
|
|
ui.import_materials = True
|
|
ui.import_textures = False
|
|
ui.skeletal_mesh_import_data.import_uniform_scale = 1.0
|
|
task.options = ui
|
|
unreal.AssetToolsHelpers.get_asset_tools().import_asset_tasks([task])
|
|
|
|
mesh = unreal.EditorAssetLibrary.load_asset(f"{DEST}/{name}")
|
|
if mesh is None:
|
|
log(f"{name}: MISSING after import")
|
|
lines.append("VERDICT: FAIL")
|
|
return
|
|
mats = mesh.get_editor_property("materials")
|
|
log(f"{name}: imported, {len(mats)} slot(s): "
|
|
+ ", ".join((m.get_editor_property("material_interface").get_name()
|
|
if m.get_editor_property("material_interface") else "None")
|
|
for m in mats))
|
|
lines.append("VERDICT: PASS")
|
|
|
|
|
|
try:
|
|
main()
|
|
except Exception as exc: # noqa: BLE001
|
|
import traceback
|
|
log(f"FAILED: {type(exc).__name__}: {exc}")
|
|
log(traceback.format_exc())
|
|
lines.append("VERDICT: FAIL")
|
|
|
|
unreal.EditorLoadingAndSavingUtils.save_dirty_packages(True, True)
|
|
with open(RESULT, "w") as f:
|
|
f.write("\n".join(lines) + "\n")
|