Stabilize investor visual smoke build
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@@ -30,9 +30,9 @@ PLACEHOLDER_MESHES = {
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for name in PLACEHOLDER_MESH_SOURCES
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}
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FOLIAGE_MESHES = {
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"tree": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"],
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"shrub": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cube"],
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"grass": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"],
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"tree": "/Engine/BasicShapes/Cone",
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"shrub": "/Engine/BasicShapes/Sphere",
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"grass": "/Engine/BasicShapes/Plane",
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}
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VARIATION_MESHES = {
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"cube": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cube"],
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@@ -40,29 +40,31 @@ VARIATION_MESHES = {
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"cylinder": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"],
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"quarter_cylinder": PLACEHOLDER_MESHES["SM_AGR_Placeholder_QuarterCylinder"],
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"plane": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Plane"],
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"sphere": "/Engine/BasicShapes/Sphere",
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"cone": "/Engine/BasicShapes/Cone",
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}
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MATERIAL_FOLDER = "/Game/Agrarian/Materials"
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ENVIRONMENT_MATERIALS = {
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"terrain": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Terrain_CoastalScrub",
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"color": unreal.LinearColor(0.28, 0.24, 0.16, 1.0),
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"color": unreal.LinearColor(0.16, 0.23, 0.12, 1.0),
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"roughness": 0.92,
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},
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"tree": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Tree_CoastalOak",
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"color": unreal.LinearColor(0.18, 0.31, 0.16, 1.0),
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"color": unreal.LinearColor(0.07, 0.18, 0.06, 1.0),
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"roughness": 0.88,
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"used_with_instanced_static_meshes": True,
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},
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"shrub": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Shrub_CoyoteBrush",
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"color": unreal.LinearColor(0.31, 0.39, 0.20, 1.0),
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"color": unreal.LinearColor(0.15, 0.28, 0.10, 1.0),
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"roughness": 0.9,
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"used_with_instanced_static_meshes": True,
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},
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"grass": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Grass_DryCoastal",
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"color": unreal.LinearColor(0.47, 0.42, 0.23, 1.0),
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"color": unreal.LinearColor(0.32, 0.34, 0.13, 1.0),
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"roughness": 0.95,
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"used_with_instanced_static_meshes": True,
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},
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@@ -88,7 +90,7 @@ ENVIRONMENT_MATERIALS = {
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},
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"fresh_water": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_FreshWater",
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"color": unreal.LinearColor(0.08, 0.28, 0.38, 1.0),
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"color": unreal.LinearColor(0.02, 0.16, 0.30, 1.0),
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"roughness": 0.35,
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},
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}
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@@ -349,7 +351,7 @@ WEATHER_EXPOSURE_ZONES = [
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ENVIRONMENT_VARIATION_ACTORS = [
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{
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"label": "AGR_GZ_EnvVar_Tree_Canopy_01",
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"mesh_key": "chamfer_cube",
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"mesh_key": "sphere",
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"material_key": "tree",
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"location_xy": unreal.Vector(-27500.0, 6900.0, 0.0),
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"z_offset": 390.0,
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@@ -367,7 +369,7 @@ ENVIRONMENT_VARIATION_ACTORS = [
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},
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{
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"label": "AGR_GZ_EnvVar_Tree_Canopy_02",
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"mesh_key": "chamfer_cube",
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"mesh_key": "sphere",
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"material_key": "tree",
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"location_xy": unreal.Vector(17600.0, 31800.0, 0.0),
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"z_offset": 430.0,
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@@ -385,7 +387,7 @@ ENVIRONMENT_VARIATION_ACTORS = [
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},
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{
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"label": "AGR_GZ_EnvVar_Bush_Rounded_01",
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"mesh_key": "chamfer_cube",
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"mesh_key": "sphere",
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"material_key": "shrub",
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"location_xy": unreal.Vector(-33400.0, -15200.0, 0.0),
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"z_offset": 70.0,
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@@ -394,7 +396,7 @@ ENVIRONMENT_VARIATION_ACTORS = [
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},
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{
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"label": "AGR_GZ_EnvVar_Bush_Rounded_02",
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"mesh_key": "chamfer_cube",
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"mesh_key": "sphere",
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"material_key": "shrub",
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"location_xy": unreal.Vector(30400.0, -3900.0, 0.0),
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"z_offset": 75.0,
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@@ -810,6 +812,27 @@ def ensure_environment_materials():
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unreal.MaterialEditingLibrary.recompile_material(material)
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unreal.EditorAssetLibrary.save_asset(spec["path"])
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unreal.log(f"Created Ground Zero environment material: {spec['path']}")
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else:
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base_color = unreal.MaterialEditingLibrary.get_material_property_input_node(
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material, unreal.MaterialProperty.MP_BASE_COLOR
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)
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if base_color and hasattr(base_color, "set_editor_property"):
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try:
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base_color.set_editor_property("constant", spec["color"])
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except Exception:
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pass
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roughness = unreal.MaterialEditingLibrary.get_material_property_input_node(
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material, unreal.MaterialProperty.MP_ROUGHNESS
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)
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if roughness and hasattr(roughness, "set_editor_property"):
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try:
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roughness.set_editor_property("r", spec["roughness"])
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except Exception:
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pass
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unreal.MaterialEditingLibrary.recompile_material(material)
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unreal.EditorAssetLibrary.save_asset(spec["path"], only_if_is_dirty=False)
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if spec.get("used_with_instanced_static_meshes"):
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material.set_editor_property("used_with_instanced_static_meshes", True)
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unreal.MaterialEditingLibrary.recompile_material(material)
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