From d19df0a4289dad6b89984aca465b64269c92bc26 Mon Sep 17 00:00:00 2001 From: CatryBenoit Date: Fri, 30 Oct 2026 20:34:21 +0100 Subject: [PATCH] Rangement de Content : maps de test dans Maps/DevTest, packs dans Assets/ MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Toutes les maps de test regroupées dans Content/Maps/DevTest (+ HLOD/). - Animations et Kimodo -> Content/Assets/Animations ; Prop, PropsParis, RueDeParis et Bridges -> Content/Assets/Environment ; MetaHuman "test" -> Characters/MEtahuman/Unpacked/test. - KitFR et ProjectF restent à la racine (trop lourds pour l'éditeur). - Suppression des assets AST inutilisés du StateManager, des maps de démo tierces, des restes de test et de ~280 redirecteurs. - CoreRedirect /Game/Bridges/ pour les fichiers de Bridges déplacés sur disque. - Notifies AST ReloadNotify/SetEquippedWeapon vidés (appelaient l'inventaire AST). - Architecture_Projet.md à jour (§7, §8, §9, journal). Co-Authored-By: Claude Opus 5.5 --- Architecture_Projet.md | 90 +++++++++++++------ Config/DefaultEngine.ini | 2 + Config/DefaultGameplayTags.ini | 1 - .../DeerAndDoe/ANIM_DeerDoe_Death.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_GetHit.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_GoToRest.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_GrazeOnce.uasset | 3 - .../ANIM_DeerDoe_IdleBreathe.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_IdleChew.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_IdleGraze.uasset | 3 - .../ANIM_DeerDoe_IdleLookAround.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_IdleRest.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_IdleSleep.uasset | 3 - .../ANIM_DeerDoe_RestToGoBackUp.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_Run.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_Run_RM.uasset | 3 - .../ANIM_DeerDoe_SleepToGoBackUp.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_Walk.uasset | 3 - .../DeerAndDoe/ANIM_DeerDoe_WalkGraze.uasset | 3 - .../ANIM_DeerDoe_WalkGraze_RM.uasset | 3 - 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4. **Outillage IA** — plugins `VibeUE`, `EditorToolset`, `ModelContextProtocol`, `Terminal` (déclarés dans `ProjectFv1.uproject`) + `.mcp.json` à la racine. Ils exposent l'éditeur Unreal (Blueprints, Widgets, Input, PCG, Landscape, Niagara, etc.) à un serveur MCP local (`http://127.0.0.1:8000/mcp`) piloté par des agents Claude. **C'est le mécanisme par lequel un modèle d'IA lit/modifie ce projet** — voir la section [9. Notes pour les IA](#9-notes-pour-les-ia-pièges-connus-de-loutillage) pour les pièges connus. -En plus de cela, deux couches d'assets tiers volumineuses sont présentes mais **ne contiennent pas de logique de gameplay propre au projet** : le pack météo **UltraDynamicSky** (`Content/Systems/Weather/UltraDynamicSky/`) et diverses bibliothèques d'assets 3D Fab/Megascans/Quixel (`Content/Fab/`, `Content/Megaplant_Library/`, une bonne partie de `Content/Animations/` et `Content/Characters/`). +En plus de cela, deux couches d'assets tiers volumineuses sont présentes mais **ne contiennent pas de logique de gameplay propre au projet** : le pack météo **UltraDynamicSky** (`Content/Systems/Weather/UltraDynamicSky/`) et diverses bibliothèques d'assets 3D Fab/Megascans/Quixel (`Content/Fab/`, `Content/Megaplant_Library/`, une bonne partie de `Content/Assets/Animations/` et `Content/Characters/`). ### 1.3 Dépendances principales entre systèmes @@ -104,7 +104,7 @@ Character (Pawn, géré par le framework "Sandbox Character") │ `Get_MMInterruptMode` (3ᵉ pin ajoutée au nœud `ORBoolean` existant via `add_node_pin`, PAS une réécriture │ DSL complète — voir §9 pour le piège du wildcard enum). (2) Une fois l'interruption forcée, la recherche │ échouait quand même : `PSD_Dense_Stand_Bow_Idles`/`_Bow_Aim_Idles`/`PSD_Walk_Bow`/`PSD_Crouch_Bow` - │ (toutes sous `/Game/Animations/humain/Armed_mov/Bow/`) avaient leur `PoseSearchMode` sur `PCAKD_TREE` + │ (toutes sous `/Game/Assets/Animations/humain/Armed_mov/Bow/`) avaient leur `PoseSearchMode` sur `PCAKD_TREE` │ et leur build d'index échouait dès le chargement (`LogPoseSearch: Error: ... BuildIndex Failed because │ of 'No Convergence' while calculating PCA data`) — passées en `BRUTE_FORCE` (pas besoin de PCA, dataset │ de toute façon minuscule), ce qui a débloqué la recherche. (3) **Lignes armées manquantes dans le @@ -205,6 +205,7 @@ Le suffixe `AGIS` sur beaucoup d'assets (`IA_InteractAGIS`, `WB_...AGIS`, foncti - **Nouvel objet d'inventaire (item)** → suivre le patron existant dans `Content/Items/` : un Blueprint `BP_Item_` (héritant de `_BP_ItemBase` ou d'une base spécialisée dans `Items/BaseBlueprints/`), ses assets (mesh/matériau/texture) dans un sous-dossier `Content/Items//` ou `Content/Items/Resources//`, et une entrée dans `DT_Items` / les DataAssets sous `Content/Data/Inventory_Data/DataAssets/`. - **Nouvel Input Action lié à l'inventaire** → `Content/Systems/Inventory/Other/Inputs/Actions/`, mappé dans `IMC_AGIS_Character` ou `IMC_AGIS_InventoryTab`. **Input Action de déplacement/caméra générique** → `Content/Core/PlayerController/Input/`, mappé dans `IMC_Sandbox`. - **Nouveau widget d'inventaire** → `Content/UI/Inventory_UI/Widgets/`. **Nouveau widget hors inventaire** (HUD, menus) → `Content/UI/Widgets/`. +- **Nouvelle map de test** → `Content/Maps/DevTest/` (jamais dans le dossier du système testé). **Nouveau pack d'art du projet** (import Blender) → `Content/Assets/Environment//` ; **animations** → `Content/Assets/Animations/` (voir §8). - Le clavier cible est **AZERTY** ; privilégier des touches identiques physiquement sur QWERTY/AZERTY pour les nouveaux raccourcis (ex. `V`, `B`). - Réplication réseau : toute action qui modifie l'état du jeu côté inventaire/stats doit suivre le patron `Request X SERVER` (Custom Event `...SERVER`, `Replicated From Client, Executes On Server`) déjà présent dans `Inventory_Player`. @@ -472,7 +473,7 @@ Le pipeline existait déjà dans le projet mais était **incomplet** : `SandboxC Assets créés / restaurés, tous dans `Content/Systems/Mover/VisualOverrides/` : - **`ABP_GenericRetarget`** — récupéré du commit initial (`538ebd2a`). C'est un **Animation Blueprint Template** (`bIsTemplate`, donc sans squelette cible : utilisable sur n'importe quel mesh). Son AnimGraph tient un seul nœud `Retarget Pose From Mesh` ; son `EventBlueprintUpdateAnimation` choisit l'`IKRetargeter` dans la map `IKRetargeter_Map` **en utilisant le premier Component Tag du composant qui l'héberge** comme clé. La map garde ses entrées d'origine (toutes à `None`, les retargeters du sample ayant été supprimés) plus la nôtre. -- **`IK_MetaHuman_test`** — IK Rig sur `/Game/test/Body/SKM_test_BodyMesh`, généré par `IKRigController.apply_auto_generated_retarget_definition()` (l'auto-caractérisation reconnaît le squelette MetaHuman : bassin = `pelvis`, 29 chaînes standard). +- **`IK_MetaHuman_test`** — IK Rig sur `/Game/Characters/MEtahuman/Unpacked/test/Body/SKM_test_BodyMesh`, généré par `IKRigController.apply_auto_generated_retarget_definition()` (l'auto-caractérisation reconnaît le squelette MetaHuman : bassin = `pelvis`, 29 chaînes standard). - **`RTG_UEFN_to_MetaHuman_test`** — source `IK_UEFN_Mannequin`, cible `IK_MetaHuman_test`. `auto_map_chains(EXACT)` mappe tout sauf deux chaînes, l'auto-caractérisation MetaHuman nommant `LeftFoot`/`RightFoot` ce que le mannequin appelle `LeftToe`/`RightToe` — mappées à la main. ⚠️ **`add_default_ops()` ne crée PAS l'op des chaînes IK.** La pile par défaut est Pelvis Motion / FK Chains / Run IK Rig / Root Motion / Remap Curves ; or `ABP_GenericRetarget::UpdateRetargetProfile` va chercher l'op **nommée « Retarget IK Goals »** (`GetOpControllerFromRetargetProfile` → cast vers `IKRetarget_IKChains_Controller`) pour moduler l'alpha d'IK par chaîne. Sans elle, le cast renvoie None et `SetSettings` spamme un *Blueprint Runtime Error* à chaque frame. Correctif : `add_retarget_op("/Script/IKRig.IKRetargetIKChainsOp")` — le **chemin de classe complet est obligatoire**, le nom court est refusé (retourne -1). L'op arrive déjà nommée « Retarget IK Goals » et se place juste avant « Run IK Rig » ; il faut ensuite refaire `assign_ik_rig_to_all_ops` + `auto_map_chains` (les mappings de chaînes sont **par op**). Résultat : 4 chaînes IK (LeftLeg, LeftArm, RightLeg, RightArm), plus aucune erreur en PIE. - **`BP_VisualOverride_MetaHuman`** — Actor : `Body` (racine, `SKM_test_BodyMesh`, `AnimClass = ABP_GenericRetarget_C`, **Component Tag `RTG_UEFN_to_MetaHuman_test`**) → `Face` (`SKM_test_FaceMesh`, `ABP_Face_C`) ; plus un `MetaHumanComponentUE` (`BodyComponentName = "Body"`, `FaceComponentName = "Face"`, post-process `ABP_Clothing_PostProcess`). Pas de grooms : ce MetaHuman n'en a aucun d'assigné. @@ -508,7 +509,7 @@ Source : projet frère `E:\AST_V1_17\AST_V1_17` (framework GASP + plugins `AST_* - **ABP `Systems/Mover/SandboxCharacter_Mover_ABP`** : `Slot DefaultSlot → OverlayGraph (Linked Anim Graph, tag Overlay) → Dead Blending` et `Procedural_FullBody → InteractionIKGraph → Pose History`. `Get/Set_InteractionTransform` existaient déjà (GASP 5.8). - **`OverlayGraph::CanDynamicTransition` renvoie toujours false** : les transitions ALS (petits pas « Grounded Slot ») étaient jouées en montage dynamique et, le slot `Grounded Slot` étant dans `DefaultGroup` du squelette `SK_UEFN_Mannequin` chez nous (groupe à part `GroundedGroup` chez AST), elles interrompaient au bout de 4 frames les montages de couverture/interaction/traversée. Pour les réactiver proprement : dans le squelette → Anim Slot Manager, créer `GroundedGroup` et y déplacer `Grounded Slot` (AST range aussi `HitReactionSlot` dans `HitGroup` et Fire/Legs/Arm R/Curves/Spine/Head/Arm L/Pelvis dans `Layer`) — non scriptable (SlotGroups non exposé à Python). - `BPC_Interaction::Release PullPush Object` remet l'overlay sur **None** (AST : Default) pour retrouver l'état de départ du perso. -- Vérifié en PIE (`Test/L_ASTCoverTest`) : couverture basse et haute (entrée par montage motion-matché, glissement, demi-tour, sortie en reculant), porte, porte électronique, placard, levier, pousser/tirer. `MapDev1` : aucune erreur runtime liée à AST. +- Vérifié en PIE (`Maps/DevTest/L_ASTCoverTest`) : couverture basse et haute (entrée par montage motion-matché, glissement, demi-tour, sortie en reculant), porte, porte électronique, placard, levier, pousser/tirer. `MapDev1` : aucune erreur runtime liée à AST. - **Restes connus** : l'objet poussé passe 0,2 s en physique au relâchement et peut glisser ; `BP_MovementMode_WalkingAST` (décélération instantanée en couverture) est porté mais non utilisé ; les os virtuels d'arme AST (`VB RHS_WeaponTrace`…) manquent au squelette (avertissements de compilation d'`OverlayGraph`, sans effet hors armes AST) ; la visée depuis la couverture (`UpdateCoverAim`) n'a pas été testée. ### 4.3 Autres systèmes de gameplay (ajouts spécifiques au projet) @@ -537,7 +538,7 @@ Content/Systems/ │ └── STT_MoveAwayFromThreat.uasset → Utilisé par `Flee`. À l'entrée : diffuse l'alerte à la horde puis `IssueFleeMove` : point à 1500 dans la direction opposée à `GetThreatLocation` (XY), projeté sur le NavMesh (extent 300/300/1000), sinon point atteignable aléatoire dans 1500 autour de l'animal. Ré-émis tant que l'état Flee est actif dès que l'animal arrive (≤200) ou est bloqué (vitesse < 20 après 1s) — c'est la transition du StateTree qui termine la fuite. `ExitState` arrête le mouvement. │ │ Espèces (enfants de BP_AnimalBase, aucun nouvel asset graphique créé — réutilisent les meshes/anims -│ déjà présents sous Content/Characters/Animal/DeerStagAndDoe/ et Content/Animations/DeerAndDoe/) : +│ déjà présents sous Content/Characters/Animal/DeerStagAndDoe/ et Content/Assets/Animations/DeerAndDoe/) : │ ├── BP_Deer_Stag.uasset → SK_DeerStag + jeu d'anims ANIM_DeerStag_* (RestEnter/Exit = GoToRest/RestToGoBackUp), HerdID "DeerHerd_A". │ └── BP_Deer_Doe.uasset → SK_DeerDoe + jeu d'anims ANIM_DeerDoe_* (`Anim_Rest`=IdleRest, manquante avant le 2026-09-14), HerdID "DeerHerd_A" (même horde que le cerf → réactivité croisée via BroadcastAlertToHerd/ReceiveHerdAlert). │ @@ -562,14 +563,14 @@ Content/Systems/ │ │ ├── Actors/DoorActor, ElectronicDoorActor, CupboardActor, LeverActor, PullPushObject → Interactifs à poser dans les maps (leurs points d'interaction sont des ChildActor `BP_Door`/`BP_Cupboard`… de ASTShared/Inventory). │ │ ├── Blueprints/Enums, Interfaces, Structs, Data/CHT_MovetoInteraction ; Character/AnimationNotify (InteractionEvent, ANS_TrackInteractionIKLocation, AN_GrabPullPushObje) │ │ └── Character/Animations/ (Door, Cupboard, Lever, ElectronicDoor, MoveTo), Props/ (maillages porte/placard/levier) -│ ├── StateManager/ → Copie INTÉGRALE du plugin AST_StateManager (~565 assets) ; seule une partie sert (≈190 assets, §4.2.5). Le reste (cartes, caméras, poses d'armes, loot…) est candidat au nettoyage. +│ ├── StateManager/ → Copie du plugin AST_StateManager, **réduite le 2026-10-30 aux ~220 assets réellement utilisés** (249 assets non référencés supprimés : caméras AST, poses/anims d'armes et de mêlée, loot, `AST_GameInstance`, maps de démo `ShowcaseMap`/`DefaultLevel1`). Gardés malgré l'absence de référence : les 2 tables de tags (déclarées en config) et `Maps/LevelPrototyping/Meshes/SM_Cube` (cible d'un `[CoreRedirects]`). Les notifies `ReloadNotify` et `SetEquippedWeapon` (utilisés par les montages d'armes AST) appelaient l'inventaire AST non porté : leur graphe est vidé (ne font rien), sinon ils ne compilaient pas. │ │ ├── Blueprints/ActorComponent/StateActorComponent + BPC_StateManager → Hub d'états AST (CoverState, InteractionState, OverlayState, entrées, ClosestActor…), cherché par les autres composants via GetComponentByClass/tags. │ │ ├── Character/Animations/AnimationLayers/OverlayGraph (+ OverrideOverlayLayer) → calque lié (tag `Overlay`) : poses de couverture/pousser-tirer. `CanDynamicTransition` forcé à false (transitions ALS désactivées, §4.2.5). │ │ ├── Character/Animations/AnimGraphs/InteractionIKGraph → calque lié : IK des mains pendant les interactions. -│ │ ├── Blueprints/Data/AST_GameplayTagDT, AST_StateTreeGameplayTagDT → tables de tags `AST.*` (déclarées dans DefaultGameplayTags.ini). +│ │ ├── Blueprints/Data/AST_GameplayTagDT → table de tags `AST.*` (déclarée dans DefaultGameplayTags.ini ; `AST_StateTreeGameplayTagDT` n'était qu'un redirecteur vers elle, supprimé avec sa ligne de config le 2026-10-30). │ │ └── Inputs/IA_TakeCover (+ IMC_AST non utilisé) │ ├── ASTShared/ → Sous-ensemble minimal (~44 assets) des plugins AST non portés, pour que StateManager/Interaction se chargent sans références cassées : Inventory/ (E_ItemType, BPI_ItemBase, BPI_InventorySystem, BP_InteractionActorBase + BP_Door/BP_ElectronicDoor/BP_Cupboard/BP_Lever/BP_PullpushObject, InteractionWidget), Melee/, NPC/ (BPI_AIController, EnemyDetectBS…), Parkour/ (interfaces, ParkourActor). Aucune logique de ces systèmes n'est active. -│ └── Test/L_ASTCoverTest.umap → Map de test : murs bas/haut + CoverWallActor, porte, porte électronique, placard, levier, objet à pousser ; GameMode GM_Dev. +│ └── (Test/L_ASTCoverTest.umap déplacée dans `Content/Maps/DevTest/` le 2026-10-30, voir §7) │ ├── Scent/BP_ScentPoint.uasset → Point émetteur d'odeur, spawné par `SandboxCharacter_CMC::ScentFunct` (toutes les 2s pendant que le joueur se déplace) et consommé par `AC_AnimalSenses::CheckScent` (Systems/Wildlife/, §4.4). (2026-09-05) Deux bugs corrigés à la réutilisation par la faune : (a) `ScentFunct` ne créait le point QUE via `SpawnActorFromClass`, sans jamais appeler son événement `Custom|Create(life)` — la durée de vie (`TimeToLife`) restait donc à 0 ; ajout d'un appel explicite `Create(life=20.0)` juste après le spawn. (b) Le décompte de durée de vie (`Custom|CustomEvent(DeltaTime)`) existait déjà mais n'était appelé par PERSONNE (`BeginPlay` enregistrait l'acteur auprès de `BP_TickManager` mais rien n'invoquait réellement l'event) — le point ne s'auto-détruisait donc jamais ; ajout d'un `EventTick` natif qui appelle directement ce Custom Event (évite de toucher au brancher `BP_TickManager` partagé, hors-scope). Comparaison de fin de vie durcie de `== 0` à `<= 0` (float exact-equality fragile). Aucune nouvelle logique d'odeur créée — uniquement réparation du mécanisme existant. ├── Movable_Object/BP_Moveble_Object.uasset → Objet physique déplaçable par le joueur @@ -661,7 +662,7 @@ Content/UI/ --- -## 7. `Content/Items/`, `Content/PCG/`, `Content/Maps/`, `Content/VFX/`, `Content/Prop/` +## 7. `Content/Items/`, `Content/PCG/`, `Content/Maps/`, `Content/VFX/` ```text Content/Items/ → Objets ramassables/équipables du jeu @@ -677,7 +678,7 @@ Content/Items/ → Objets ramassables/équipables du │ │ **Gameplay de l'arc** (`BP_Item_Bow`, 2026-09-05/06) — override des hooks existants `Custom|PrimaryUse`/`StopPrimaryUsing` de `_BP_ItemBase`, sans nouveau système d'input : `PrimaryUse` vérifie `AC_Weapon->CanUse()` ET `CountArrows() >= 1` (fonction propre, voir §1.3 pour `Owner Inventory`) avant de démarrer la tension (horodatage `DrawStartTime`, pas de Timeline), puis joue `Draw Montage` (`AM_Bow_Draw`, voir ci-dessous) sur le mesh du personnage. `StopPrimaryUsing` calcule la puissance (`Clamp((Now-DrawStartTime)/MaxDrawTime, MinDrawPower, 1.0)`), joue `Fire Montage` (`AM_Bow_Fire`), appelle `ConsumeArrow()` et, si réussi, spawn `BP_Projectile_Arrow` au socket `ArrowSocket` avec vitesse/dégâts scalés par la puissance, puis appelle `AC_Weapon->TryUsePrimary()`. │ **`ConsumeArrow()` — fix du 2026-09-06** : retrouve le stack "Arrow" via `BOTH|FindItem`, puis réduit son montant via `Inventory__Main::AddItemAmount(ItemAddress, -1)` — une opération purement sur les DONNÉES de l'inventaire, par adresse, ne nécessitant aucun acteur monde. L'implémentation d'origine appelait `Utilities|GetItemActor` (macro `ML_InventoryMacros::Get Item Actor`) puis `SERVER|ReduceAmount` sur cet acteur — ce qui échoue TOUJOURS silencieusement pour un item empilé passif comme "Arrow" qui, tant qu'il n'est pas équipé/lâché dans le monde, n'a jamais d'acteur spawné (`GetItemActor` retourne systématiquement invalide). Symptôme observé : le tir semblait démarrer (logs "TIR EN COURS") mais aucune flèche ne partait et aucune munition n'était consommée. Voir aussi §9 pour la même leçon appliquée à toute consommation de stock passif (ne jamais utiliser `GetItemActor`+fonction-sur-acteur pour un item qui n'est pas garanti d'être spawné dans le monde — utiliser `Inventory__Main::AddItemAmount` par adresse à la place). -│ **Animations de l'arc** (2026-09-06) — `AM_Bow_Draw`/`AM_Bow_Fire.uasset` (`Content/Items/`) sont des `AnimMontage` à piste unique générés depuis `standingdrawarrow_UE`/`standingaimrecoil_UE` (`Content/Animations/humain/Armed_mov/Bow/`), assignés au **slot `UpperBody`** (voir `SandboxCharacter_CMC_ABP` ci-dessous — PAS `DefaultSlot`). Variables `Draw Montage`/`Fire Montage` sur `BP_Item_Bow`, jouées via un nœud natif `Animation|Montage|PlayMontage` sur le mesh du personnage (`Cast Owner Character → Character → GetMesh`). Appel direct (pas de variante Multicast `...CLIENTS` comme pour `PlayReloadMontageCLIENTS` du fusil) — suffisant en PIE solo ; à revoir si une réplication multijoueur de l'anim est nécessaire plus tard. +│ **Animations de l'arc** (2026-09-06) — `AM_Bow_Draw`/`AM_Bow_Fire.uasset` (`Content/Items/`) sont des `AnimMontage` à piste unique générés depuis `standingdrawarrow_UE`/`standingaimrecoil_UE` (`Content/Assets/Animations/humain/Armed_mov/Bow/`), assignés au **slot `UpperBody`** (voir `SandboxCharacter_CMC_ABP` ci-dessous — PAS `DefaultSlot`). Variables `Draw Montage`/`Fire Montage` sur `BP_Item_Bow`, jouées via un nœud natif `Animation|Montage|PlayMontage` sur le mesh du personnage (`Cast Owner Character → Character → GetMesh`). Appel direct (pas de variante Multicast `...CLIENTS` comme pour `PlayReloadMontageCLIENTS` du fusil) — suffisant en PIE solo ; à revoir si une réplication multijoueur de l'anim est nécessaire plus tard. │ **Intégration à la locomotion (2026-09-06)** — un montage plein-corps sur `DefaultSlot` remplaçait TOUT le squelette (jambes comprises) par la pose figée de l'animation source, ce qui semblait correct à l'arrêt (la pose "debout" du montage coïncide avec Motion Matching à l'arrêt) mais cassait la marche/course/crouch (jambes figées dans la pose d'arc "debout" enregistrée). Fix : ajout d'un **`Slot 'UpperBody'`** + nœud **`Layered Blend Per Bone`** dans l'`AnimGraph` de `SandboxCharacter_CMC_ABP`, avec un filtre de branche sur l'os `spine_01` (BlendDepth=-1 → toute la branche colonne+bras+tête, jambes/bassin exclus) — voir §9 pour le détail technique (le skeleton `SK_UEFN_Mannequin` avait déjà un Blend Profile "UpperBody" masquant exactement les mêmes os, confirmant que `spine_01` est le bon point de coupure, mais ce Blend Profile n'est pas directement utilisable par ce nœud en 5.8 — filtre de branche manuel utilisé à la place). Le `DefaultSlot` existant (plein corps) n'est pas touché, réutilisable tel quel pour de futures actions plein-corps. Motion Matching, Pose Search, Aim Offset (`Enable_AO`/`Get_AOValue`), Foot/Leg IK et Orientation Warping — tous déjà présents dans cet AnimBP — continuent de piloter le bas du corps et la visée sans changement. ├── BP_Item_SurvivorOutfit_Top / _Pants / _Boots.uasset → (2026-09-21) Les 3 pièces de la tenue MetaHuman « SurvivorOutfit », enfants de `BP_Item_OutfitPiece_Base`. Lignes DT_Items `SurvivorOutfit_Top` (`Human.Body` → EquipSlotBODY, partagé avec BodyArmor), `SurvivorOutfit_Pants` (`Human.Pant` → EquipSlotPANTS), `SurvivorOutfit_Boots` (`Human.Shoes` → EquipSlotSHOES) ; icônes générées au runtime. Chaque enfant ne fixe que `VisibleMaterialSlots` (Top = MI_Survivor_Coat + MI_Survivor_Tshirt, Pants = MI_Survivor_Pant, Boots = MI_Survivor_Boot) et l'override du mesh au sol `ItemMesh_STATIC` (SM_SurvivorOutfit_Coat/Pant/Boot). `BP_Spawner5` de MapDev1 pointe sur `SurvivorOutfit_Top`. ├── Attachments/BP_Item_MagazineBase, BP_Item_RifleFlashlight, BP_Item_Suppressor.uasset → Attachements d'armes @@ -714,7 +715,7 @@ Content/PCG/ → Génération procédurale de conte │ │ DT_PF_HM_Tints, DT_PF_HM_Types (type de module par Kind×Role), DT_PF_HM_Variants (mesh/matériau pondérés │ │ par TypeId×teinte×dégradation), DT_PF_HM_LeafSlots (charnières des battants), DT_PF_HM_Tiles. │ │ Source CSV unique : `E:/projet/PF_Haussmann_Work/scripts/hm_data_csv.py` (+ `ue_hm_data.py` pour réimporter) -│ └── Maps/L_PF_HaussmannTest.umap → Niveau de test non partitionné : 8 variantes (H0 à H4, R+4 à R+7, FacadeLength, îlot fermé, immeuble d'angle) +│ └── (niveau de test : `Maps/DevTest/L_PF_HaussmannTest`) ├── RoadNetwork/ → (2026-10-28/29) Système PCG de routes et ponts post-apo (France 2127). Doc complète : `Docs/PCG_RoutesPonts.md` │ ├── Blueprints/BP_PF_Road.uasset → Route : spline + `PCG_Structure` (PCG_PF_Road_Structure) + `PCG_Decoration` (PCG_PF_Road_Decoration). Variables │ │ `Profile` (Name, ligne de DT_PF_RoadProfiles), `Degradation` (0..3), `bSnapToLandscape`. Graine = Seed du composant PCG @@ -731,27 +732,36 @@ Content/PCG/ → Génération procédurale de conte │ ├── Materials/ → M_PF_Road (couches par couleurs de sommets + marquages), M_PF_Structure (triplanaire), M_PF_Sign, │ │ M_PF_DecalMesh (inutilisé : couche Decal désactivée) + Instances/MI_* │ ├── Textures/ → T_PF_* (surfaces Fab/Megascans 2K, atlas de panneaux, masques de decals) -│ └── Maps/L_PF_RoadBridgeTest.umap → Niveau de test World Partition des 9 scénarios (terrain 1 km², rivière, ruisseau, vallée) + ses couches HLOD générées +│ └── (niveau de test : `Maps/DevTest/L_PF_RoadBridgeTest`) ├── Road/ → Prototype antérieur (une route, conservé tel quel, instance dans MapDev1). Remplacé par RoadNetwork/ pour les nouvelles routes │ ├── PCG_Road.uasset → Graphe PCG générant la route procédurale (matériaux vieillis/mousse/humidité, potholes via GeometryScript) │ ├── BP_AbandonedRoad.uasset → Acteur portant le graphe PCG │ ├── M_Road.uasset, ST_Road_data.uasset, EM_Road_Type.uasset → Matériau, struct de données et enum de types de route -├── Vegetation/TreeTest.uasset → Graphe PCG de placement de végétation (arbres, générés via PVE pour la route) -└── test/NewPCGGraph1.uasset → Graphe de test/brouillon +└── Vegetation/TreeTest.uasset → Graphe PCG de placement de végétation (arbres, générés via PVE pour la route) -Content/Maps/DevMap/ -├── MapDev1.umap → 🗺️ Map de développement PRINCIPALE (GameDefaultMap / EditorStartupMap, voir Config/DefaultEngine.ini) -├── GM_Dev.uasset → GameMode utilisé sur MapDev1 (hérite directement de GameModeBase, indépendant de GM_Sandbox/Gamemode_AGIS) -├── pcg_Test_Dev.umap → Map de test PCG -└── PCG_Test_Dev_HLODLayer_*, Untitled_HLOD0_Instancing.uasset → Assets HLOD générés pour les maps de test +Content/Maps/ +├── DevMap/ → Map de développement principale et rien d'autre +│ ├── MapDev1.umap → 🗺️ Map de développement PRINCIPALE (GameDefaultMap / EditorStartupMap, voir Config/DefaultEngine.ini) +│ ├── GM_Dev.uasset → GameMode utilisé sur MapDev1 (enfant de GM_Sandbox, §4.2.4) +│ └── _GENERATED/ → Meshes fusionnés générés par l'éditeur, placés dans MapDev1 +└── DevTest/ → (2026-10-30) TOUTES les maps de test, rangées à plat (règle : une nouvelle map de test va ici, + │ jamais dans le dossier du système testé) + ├── L_ASTCoverTest.umap → Couverture + interactions AST (murs bas/haut + CoverWallActor, portes, placard, levier, caisse ; GM_Dev) + ├── L_MoverTest.umap + GM_MoverTest → Ancien banc d'essai du personnage Mover (GameMode propre à cette map) + ├── L_BridgeTest.umap, L_BridgeTest_Geo.umap → Kits de ponts (Assets/Environment/Bridges) ; _Geo charge les ponts entiers (très lourds en mémoire) + ├── L_KitFR_Demo.umap → Présentation du kit KitFR + ├── L_PF_Demo.umap → Présentation des assets ProjectF + variantes (acteurs tagués PF_VARIANTES) + ├── L_RueDeParis.umap → Rue de test (RueDeParis + PropsParis + KitFR) + ├── L_PF_HaussmannTest.umap → PCG Haussmann : 8 variantes (H0 à H4, R+4 à R+7, FacadeLength, îlot fermé, angle), non partitionnée + ├── L_PF_RoadBridgeTest.umap → PCG routes et ponts : 9 scénarios, World Partition (terrain 1 km², rivière, ruisseau, vallée) + ├── pcg_Test_Dev.umap → Ancienne map de test PCG (World Partition) + └── HLOD/ → Couches HLOD générées des deux maps World Partition Content/VFX/ ├── Firetrail/BP_FireTrail.uasset, Effects/P_BulletTrail.uasset, Materials/M_BulletTrail.uasset → Traînée de balle └── MI_MuzzleFlash, M_MuzzleFlash, MuzzleFlash, P_MuzzleFlash → Effet de tir (bouche de canon) ├── M_Blood.uasset, T_Blood.uasset → Effet de sang └── crosshair.uasset, hitmarker.uasset → Éléments de HUD de tir - -Content/Prop/Wooden_Door/ → Prop de porte en bois (mesh + matériaux), utilisé par les BP de porte interactable ``` --- @@ -760,13 +770,24 @@ Content/Prop/Wooden_Door/ → Prop de porte en bois (mesh + mat Ces dossiers contiennent des assets achetés/importés (Marketplace, Fab/Quixel Megascans, Megaplant, packs d'animation mocap). Ils sont volumineux (des centaines de fichiers) et **ne sont volontairement pas détaillés fichier par fichier** ici — voir §10 pour la règle sur quand les documenter. +**Règle de rangement (2026-10-30)** : les packs d'art faits pour le projet (générés dans Blender, importés par les scripts de `ProjetF blender/`) vont sous `Content/Assets/Environment//`, les bibliothèques d'animation sous `Content/Assets/Animations/`. Les imports dont le chemin est imposé par l'outil (Fab, Megaplant_Library, MetaHumans) restent où l'outil les met. **Exception assumée** : `KitFR/` et `ProjectF/` sont restés à la racine de `Content/` (2 000 et 1 600 assets ; les déplacer dans l'éditeur le fait planter par manque de mémoire, décision utilisateur du 2026-10-30). + ```text -Content/Animations/ → Clips de mocap tiers : DeerAndDoe/, Fox/, Wolf/, humain/ (Armed_mov, Avoid, Carrying, Cover, - Effect_Animation, INteraction, Prone, Push, SwimmingAnimation…) +Content/Assets/Animations/ → Clips de mocap tiers : DeerAndDoe/, Fox/, Wolf/, humain/ (Armed_mov, Avoid, Carrying, Cover, + Effect_Animation, INteraction, Prone, Push, SwimmingAnimation…). Ex-`Content/Animations/` (déplacé le 2026-10-30). + Kimodo/ : animations générées par le skill kimodo-motion (Source/ = import du GLB skinné + IK_Kimodo_SOMA30 + + RTG_Kimodo_to_UEFN, Retargeted/ = anims retargetées sur l'UEFN Mannequin). Ex-`Content/Kimodo/`. +Content/Assets/Environment/ → Packs d'environnement faits pour le projet (déplacés ici le 2026-10-30) : + PropsParis/ (props urbains parisiens : mobilier, commerces, enseignes, débris ; meshes SM_PR_*), + RueDeParis/ (rue de test : sol, façades et décor RDP_*, script `kit_fr_scripts/ue_rdp.py`), + Bridges/ (voir ligne dédiée plus bas), Prop/Wooden_Door/ (porte en bois des BP de porte interactable). Content/Characters/ → Meshes/matériaux/textures des personnages et animaux (Animal/DeerStagAndDoe|Fox|Wolf, UEFN_Mannequin/ avec ses données de Motion Matching : AimOffset, Crouch, Idle, Jump, MotionMatchingData/ [Channels, Databases, Normalization_Sets, Schemas], Poses, Run, Slide, Sprint, Traversal, Walk, Rigs, Materials, Meshes, Textures) + MEtahuman/ : le MetaHuman `test` (asset MetaHuman Character `test`) et son assemblage + `Unpacked/test/` (BP_test, SKM_test_BodyMesh/FaceMesh, PHYS_test, matériaux baked), utilisé + par le visual override (§4.2.4). Ex-`Content/test/` (déplacé le 2026-10-30). Content/Fab/ → Assets Fab/Quixel Megascans : MaterialFunctions/, MaterialParameterCollection/, Materials/ (Standard/VT), Megascans/Plants/ (Common_Hemp_Nettle, Wild_Grass ×2), Megascans/Surfaces/ (Damaged_Asphalt, Dirt_Ground, Forest_Floor), Textures/ (Standard/VT) @@ -812,9 +833,13 @@ Content/ProjectF/ → **(2026-10-28)** Assets « Project F » (`Proje 26 assets lot 4) — mêmes slots que la version par défaut : les appliquer en surcharge de matériau sur l'instance placée (exemples dans L_PF_Demo, acteurs tagués `PF_VARIANTES`, script `Scripts/ue_pf_demo_variants.py`). -Content/Bridges/ → Kits de ponts générés dans Blender (Truss, Bailey, Geo ; `ProjetF blender/UE_Export/README.md`) : travées D0-D3, +Content/Assets/Environment/Bridges/ → Kits de ponts générés dans Blender (Truss, Bailey, Geo ; `ProjetF blender/UE_Export/README.md`) : travées D0-D3, piles, culées, ponts entiers, un graphe PCG par kit. Le système PCG/RoadNetwork réutilise les travées Truss - (type `MetalAncien`). Dossier NON versionné dans git (2026-10-29). + (type `MetalAncien`). Dossier NON versionné dans git (2026-10-29). ⚠️ Déplacé le 2026-10-30 depuis + `Content/Bridges/` : en partie dans l'éditeur, et pour 81 fichiers de `Geo/` (matériaux + PCG), sur disque + éditeur fermé + `[CoreRedirects]` `/Game/Bridges/` → `/Game/Assets/Environment/Bridges/` (DefaultEngine.ini). + **Ne pas retirer cette redirection** : les ponts entiers `Geo/Full/SM_Geo_*` (90-180 Mo chacun) référencent + encore leurs matériaux par l'ancien chemin. Charger ces ponts demande ~10 Go de RAM chacun. Content/Megaplant_Library/ → Végétation Megaplant : Plant_Bilberry/, Tree_European_Aspen/, Tree_Hornbeam/ (chacun avec Instances/, Materials/, Textures/) Content/Audio/Foley/ → **(2026-09-08)** Système de sons de pas/foley du sample Game Animation Sample : @@ -830,8 +855,10 @@ Content/Levels/, Content/Widgets/, Content/dev_map → **SUPPRIMÉS le 2026-09- LevelPrototyping, widgets et map de démo). Seul lien avec le projet : le cast vers `LevelBlock_Traversable` dans `Systems/Mover/AC_TraversalLogic`, retiré (voir §4.2.1). Sauvegarde : commit git `6eb7516`. -Content/Thumbnails/ → Miniatures générées pour la Content Browser -Content/Misc/ → SandboxAnimCurveCompressionSettings.uasset (réglages de compression d'anim) +Content/Misc/ → SandboxAnimCurveCompressionSettings.uasset (réglages de compression d'anim, référencés par ~1 100 + animations : laissé en place, le déplacer resauvegarderait toutes ces anims). +Content/Thumbnails/ → **SUPPRIMÉ le 2026-10-30** : T_aaa/T_bbbb (inutilisées) supprimées, T_SM_WaterBottle_Thumbnail + rangée dans `Items/ItemTextures/`. Content/__ExternalActors__/ → ⚙️ Généré automatiquement par World Partition (données par-acteur des maps, ex. LocomotionAnimPack). Content/__ExternalObjects__/ → ⚙️ Généré automatiquement par World Partition (objets externes liés aux maps). → Ces deux derniers dossiers ne doivent JAMAIS être édités ou documentés à la main : @@ -973,6 +1000,14 @@ Ce projet est modifié via le plugin **VibeUE** (service MCP `unreal-mcp`, voir - `EnumStructService.add_struct_property` : type `FSoftObjectPath` (`SoftObjectPath` échoue sans erreur). Un import CSV de DataTable avec des « problems » ouvre une boîte modale « Message » qui bloque le MCP. - Débogage : *Export Selected Attributes* (JSON) écrit les points d'un nœud dans un fichier ; reconstruire un graphe régénère tous les composants qui l'utilisent (le fichier est celui du dernier acteur). +**Déplacer des assets en masse (rangement du 2026-10-30) :** +- **Map World Partition** : `AssetTools.rename_assets` ne déplace QUE les acteurs externes chargés. Les autres restent dans l'ancien dossier `__ExternalActors__`, rattachés à l'ancienne map, et disparaissent de la nouvelle. Toujours faire d'abord `WorldPartitionBlueprintLibrary.load_actors([d.guid for d in get_actor_descs()])` sur la map ouverte, puis le renommage, puis compter les fichiers `__ExternalActors__` avant/après. +- **Mémoire** : renommer un asset recharge et resauvegarde tous ses référenceurs. Déplacer un matériau des ponts entiers `Bridges/Geo/Full` (ou tout asset utilisé par de gros meshes Nanite) les recharge et les recompile (~10 Go chacun) → « Ran out of memory / fichier de pagination insuffisant ». La mémoire n'est pas rendue après un lot, même avec `collect_garbage()` : redémarrer l'éditeur tous les 2-3 gros meshes. Pour les dossiers trop lourds, déplacer sur disque éditeur fermé + `[CoreRedirects]` `MatchSubstring` (méthode utilisée pour Bridges). +- **Copies fantômes** : `rename_assets` renvoie True mais laisse parfois l'ancien fichier sur disque comme un VRAI asset (pas un redirecteur) ; c'est arrivé pour des SkeletalMesh, PhysicsAsset, DNA, textures de MetaHuman et Kimodo. Après un déplacement, chercher dans l'ancien dossier les fichiers sans `ObjectRedirector`, vérifier qu'ils ne sont référencés par rien, puis les supprimer. +- Ne jamais garder une référence Python à un monde (`w = get_editor_world()`) au moment de charger un autre niveau : assertion « World Memory Leaks » et plantage. Faire le chargement dans une fonction, sans variable globale. +- Il n'existe pas d'API Python pour « Fix Up Redirectors » : resauvegarder les référenceurs (`EditorLoadingAndSavingUtils.save_packages`), vérifier qu'il n'y en a plus, puis effacer les redirecteurs. +- `EditorAssetLibrary.delete_asset` sur une map ou un asset très référencé peut prendre plusieurs minutes (l'éditeur vérifie les références de tout le projet) ; `delete_loaded_assets` sur une liste est beaucoup plus rapide. + --- ## 10. Maintenir ce document à jour @@ -1015,3 +1050,4 @@ Ce document **doit toujours refléter l'état réel du projet**. Un skill dédi - *2026-09-27 (port des systèmes AST Cover + Interaction, voir §4.2.5) : contenu AST copié sous `Systems/Movement/{Cover,Interaction,StateManager}` et réparé par `[CoreRedirects]` ; nouveau `Systems/Movement/ASTShared/` (dépendances minimales des autres plugins AST) et map de test `Systems/Movement/Test/L_ASTCoverTest` ; `SandboxCharacter_Mover` reçoit `BPC_StateManager`/`BPC_CoverSystem`/`BPC_Interaction` et les overrides de déplacement ; `SandboxCharacter_Mover_ABP` lie `OverlayGraph` et `InteractionIKGraph` ; `IMC_Sandbox` : A → `IA_TakeCover` ; tables de tags AST ajoutées à `DefaultGameplayTags.ini`. `AC_Cover` supprimé (par l'utilisateur).* - *2026-10-28/29 : nouveau système `Content/PCG/RoadNetwork/` (routes et ponts post-apo, voir §7 et `Docs/PCG_RoutesPonts.md`), dossier racine `Docs/`, ligne `Content/Bridges/` ajoutée en §8, pièges PCG en §9. Le prototype `Content/PCG/Road/` est conservé tel quel. Aucun asset existant modifié ni supprimé (seul le dossier d'essai `RoadNetwork/_Spike`, créé et supprimé pendant le travail).* - *2026-10-30 : nouveau système `Content/PCG/Haussmann/` (immeubles haussmanniens, voir §7 et `Docs/PCG_Haussmann.md` + `Docs/PCG_Haussmann_captures/`), pièges PCG ajoutés en §9 ; scripts hors projet dans `E:/projet/PF_Haussmann_Work/scripts`.* +- *2026-10-30 (rangement de `Content/`) : toutes les maps de test regroupées dans `Content/Maps/DevTest/` (+ `HLOD/`) ; packs `PropsParis`, `RueDeParis`, `Bridges`, `Prop` → `Content/Assets/Environment/`, `Animations` + `Kimodo` → `Content/Assets/Animations/`, `Content/test` (MetaHuman) → `Characters/MEtahuman/Unpacked/test`. `KitFR/` et `ProjectF/` laissés à la racine (trop lourds à déplacer). Supprimés : 249 assets AST inutilisés du StateManager, maps de démo (`ShowcaseMap`, 2× `DefaultLevel1`, UltraDynamicSky `DemoMap`), `Untitled_HLOD0_Instancing`, `PCG/test/NewPCGGraph1`, `Thumbnails/T_aaa|T_bbbb`, ~280 redirecteurs, dossiers vides. `[CoreRedirects]` ajouté pour `/Game/Bridges/`. Notifies AST `ReloadNotify`/`SetEquippedWeapon` vidés. Chemins mis à jour dans les scripts `ProjetF blender/` et le skill kimodo-motion. Vérifié : 476 Blueprints compilent sans erreur, PIE MapDev1 sans erreur. Sauvegarde : `E:\projet\ProjectFv1_backup_reorg_2026-10-30\` + commit `e829ff2`. Pièges en §9.* diff --git a/Config/DefaultEngine.ini b/Config/DefaultEngine.ini index 1c340181..fa4f6e8b 100644 --- a/Config/DefaultEngine.ini +++ b/Config/DefaultEngine.ini @@ -218,6 +218,8 @@ PlatformSettings=() [CoreRedirects] +PackageRedirects=(OldName="/Game/UltraDynamicSky/Particles/UDW_Niagara_Parameters",NewName="/Game/Systems/Weather/UltraDynamicSky/Particles/UDW_Niagara_Parameters") +PackageRedirects=(OldName="/Game/UltraDynamicSky/Particles/UDS_VolumetricClouds_Niagara_Properties",NewName="/Game/Systems/Weather/UltraDynamicSky/Particles/UDS_VolumetricClouds_Niagara_Properties") +; Rangement 2026-10-30 : Bridges deplace sur disque (editeur ferme, trop lourd a deplacer dans l'editeur) ++PackageRedirects=(OldName="/Game/Bridges/",NewName="/Game/Assets/Environment/Bridges/",MatchSubstring=true) ; Port AST (2026-09-27) : contenu des plugins AST copie a la main dans Content/Systems/Movement +PackageRedirects=(OldName="/AST_CoverSystem/",NewName="/Game/Systems/Movement/Cover/",MatchSubstring=true) +PackageRedirects=(OldName="/AST_InteractionSystem/",NewName="/Game/Systems/Movement/Interaction/",MatchSubstring=true) diff --git a/Config/DefaultGameplayTags.ini b/Config/DefaultGameplayTags.ini index bf2ef963..a85494f8 100644 --- a/Config/DefaultGameplayTags.ini +++ b/Config/DefaultGameplayTags.ini @@ -10,7 +10,6 @@ bDynamicReplication=False InvalidTagCharacters="\"\'," +GameplayTagTableList=/Game/Data/DT_DemoTags.DT_DemoTags +GameplayTagTableList=/Game/Systems/Movement/StateManager/Blueprints/Data/AST_GameplayTagDT.AST_GameplayTagDT -+GameplayTagTableList=/Game/Systems/Movement/StateManager/Blueprints/Data/AST_StateTreeGameplayTagDT.AST_StateTreeGameplayTagDT NumBitsForContainerSize=6 NetIndexFirstBitSegment=16 +GameplayTagList=(Tag="Foley.Event.Handplant",DevComment="Game Animation Sample tags (Foley / SmartObjects)") diff --git 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