diff --git a/Content/BPs/MapMarkers.uasset b/Content/BPs/MapMarkers.uasset index 97a7bc1..806a817 100644 Binary files a/Content/BPs/MapMarkers.uasset and b/Content/BPs/MapMarkers.uasset differ diff --git a/Docs/Migration/Journal_Modifications.md b/Docs/Migration/Journal_Modifications.md index ecc1bb5..eea5f53 100644 --- a/Docs/Migration/Journal_Modifications.md +++ b/Docs/Migration/Journal_Modifications.md @@ -906,3 +906,4 @@ Validation L7c/L7d (2026-10-02, parc, même cadrage) : la nuit reste claire (sol | CHG-059 | 2026-10-02 | O0 | nouveaux `Tools/AuditAssets.py`, `Docs/Migration/11_Audit_Optimisation.md` ; lanceur `LifePlay_profil_O0.bat` (build L7cdj, hors dépôt) | audit d'optimisation en lecture seule : inventaire des assets, build livré, leviers et lots proposés ; aucune modification du projet | `git revert` du commit | | CHG-060 | 2026-10-02 | O0 | `Docs/Migration/11_Audit_Optimisation.md` §9-10 ; lanceur `LifePlay_profil_O0.bat` corrigé (capture par `-ExecCmds`) | résultats de la mesure en jeu (60 images/s tenues, à-coups du thread de jeu dus aux minuteries Blueprint, 463 Mo de physique) ; produits utiles de la bibliothèque Fab ; lots révisés | `git revert` du commit | | CHG-061 | 2026-10-02 | O1 | `LifePlay.uproject` (20 plugins limités à l'éditeur), `Config/DefaultGame.ini` (16 `DirectoriesToNeverCook`), nouveau `Tools/AuditScriptDeps.py` ; `README.md` : lien Mega de la V1.1 | build Shipping allégé de 387 Mo sans changement de contenu ; build `LifePlay_Build_5.5_O1` | `Tools\Restore.ps1 -Lot O1` ou `git checkout O1-avant -- LifePlay.uproject Config` | +| CHG-062 | 2026-10-02 | O9 | nouvelle commandlet `LPSetComponentCollision` ; `Content/BPs/MapMarkers.uasset` : composants `Tree` et `Car` en `NoCollision` (diff avant/après : 2 lignes) | chargement de partie de 71 s (identique en 4.27) dû aux ≈ 160 000 corps physiques des arbres et voitures décoratifs de la carte (décision utilisateur : option 1) ; build `LifePlay_Build_5.5_O9` | `Tools\Restore.ps1 -Lot O9` | diff --git a/Source/LifePlayEditorTools/LPSetComponentCollisionCommandlet.cpp b/Source/LifePlayEditorTools/LPSetComponentCollisionCommandlet.cpp new file mode 100644 index 0000000..55fc53f --- /dev/null +++ b/Source/LifePlayEditorTools/LPSetComponentCollisionCommandlet.cpp @@ -0,0 +1,121 @@ +// Portage UE 5.5 - voir LPSetComponentCollisionCommandlet.h + +#include "LPSetComponentCollisionCommandlet.h" + +#include "Components/PrimitiveComponent.h" +#include "Engine/Blueprint.h" +#include "Engine/SCS_Node.h" +#include "Engine/SimpleConstructionScript.h" +#include "Kismet2/KismetEditorUtilities.h" +#include "Misc/PackageName.h" +#include "UObject/Package.h" +#include "UObject/SavePackage.h" + +DEFINE_LOG_CATEGORY_STATIC(LogLPSetCollision, Log, All); + +ULPSetComponentCollisionCommandlet::ULPSetComponentCollisionCommandlet() +{ + IsClient = false; + IsServer = false; + IsEditor = true; + LogToConsole = true; +} + +int32 ULPSetComponentCollisionCommandlet::Main(const FString& Params) +{ + TArray Tokens, Switches; + TMap ParamsMap; + ParseCommandLine(*Params, Tokens, Switches, ParamsMap); + const bool bDryRun = Switches.Contains(TEXT("DryRun")); + const FString BPPath = ParamsMap.FindRef(TEXT("BP")); + FString Profile = ParamsMap.FindRef(TEXT("Profile")); + if (Profile.IsEmpty()) + { + Profile = TEXT("NoCollision"); + } + TArray Names; + ParamsMap.FindRef(TEXT("Components")).ParseIntoArray(Names, TEXT(","), true); + if (BPPath.IsEmpty() || Names.Num() == 0) + { + UE_LOG(LogLPSetCollision, Error, TEXT("Usage : -BP=/Game/BPs/X -Components=A,B [-Profile=NoCollision] [-DryRun]")); + return 1; + } + + const FString ObjectPath = BPPath + TEXT(".") + FPackageName::GetShortName(BPPath); + UBlueprint* Blueprint = LoadObject(nullptr, *ObjectPath); + if (!Blueprint || !Blueprint->SimpleConstructionScript) + { + UE_LOG(LogLPSetCollision, Error, TEXT("Blueprint introuvable ou sans SimpleConstructionScript : %s"), *ObjectPath); + return 1; + } + + UE_LOG(LogLPSetCollision, Warning, TEXT("=== %s : composants [%s] -> profil %s%s ==="), + *BPPath, *FString::Join(Names, TEXT(",")), *Profile, bDryRun ? TEXT(" [DRY RUN]") : TEXT("")); + + TArray Targets; + int32 Errors = 0; + for (const FString& Name : Names) + { + USCS_Node* Node = Blueprint->SimpleConstructionScript->FindSCSNode(FName(*Name)); + UPrimitiveComponent* Template = Node ? Cast(Node->ComponentTemplate) : nullptr; + if (!Template) + { + ++Errors; + UE_LOG(LogLPSetCollision, Error, TEXT(" %s : composant primitif introuvable"), *Name); + continue; + } + UE_LOG(LogLPSetCollision, Warning, TEXT(" %s [%s] : profil actuel %s, collision %d"), + *Name, *Template->GetClass()->GetName(), *Template->GetCollisionProfileName().ToString(), (int32)Template->GetCollisionEnabled()); + Targets.Add(Template); + } + if (Errors > 0 || bDryRun) + { + return Errors > 0 ? 1 : 0; + } + + for (UPrimitiveComponent* Template : Targets) + { + Template->Modify(); + Template->SetCollisionProfileName(FName(*Profile)); + } + FKismetEditorUtilities::CompileBlueprint(Blueprint); + + // Verification apres compilation : relecture des modeles et des composants generes de la classe. + for (const FString& Name : Names) + { + const USCS_Node* Node = Blueprint->SimpleConstructionScript->FindSCSNode(FName(*Name)); + const UPrimitiveComponent* Template = Node ? Cast(Node->ComponentTemplate) : nullptr; + if (!Template || Template->GetCollisionProfileName() != FName(*Profile) + || (Profile == TEXT("NoCollision") && Template->GetCollisionEnabled() != ECollisionEnabled::NoCollision)) + { + ++Errors; + UE_LOG(LogLPSetCollision, Error, TEXT(" %s : profil non applique"), *Name); + continue; + } + UE_LOG(LogLPSetCollision, Warning, TEXT(" %s : profil %s, collision %d"), *Name, + *Template->GetCollisionProfileName().ToString(), (int32)Template->GetCollisionEnabled()); + } + if (Blueprint->Status == BS_Error) + { + ++Errors; + UE_LOG(LogLPSetCollision, Error, TEXT(" compilation en erreur")); + } + if (Errors > 0) + { + UE_LOG(LogLPSetCollision, Error, TEXT(" %d ecart(s) : Blueprint NON sauvegarde"), Errors); + return 1; + } + + UPackage* Package = Blueprint->GetOutermost(); + const FString Filename = FPackageName::LongPackageNameToFilename(Package->GetName(), FPackageName::GetAssetPackageExtension()); + FSavePackageArgs SaveArgs; + SaveArgs.TopLevelFlags = RF_Public | RF_Standalone; + SaveArgs.Error = GWarn; + if (!UPackage::SavePackage(Package, nullptr, *Filename, SaveArgs)) + { + UE_LOG(LogLPSetCollision, Error, TEXT(" ECHEC de sauvegarde")); + return 1; + } + UE_LOG(LogLPSetCollision, Warning, TEXT(" -> %s sauvegarde"), *Filename); + return 0; +} diff --git a/Source/LifePlayEditorTools/LPSetComponentCollisionCommandlet.h b/Source/LifePlayEditorTools/LPSetComponentCollisionCommandlet.h new file mode 100644 index 0000000..498daac --- /dev/null +++ b/Source/LifePlayEditorTools/LPSetComponentCollisionCommandlet.h @@ -0,0 +1,31 @@ +// Portage UE 5.5 - lot O9 (optimisation ; defaut deja present en 4.27). +// +// Le chargement d'une partie prend ~70 s (4.27 comme 5.5). La trace Unreal Insights montre que 60 s +// vont a la carte de la ville : MapMarkers.GenerateTrees ajoute ~160 000 instances aux composants +// HierarchicalInstancedStaticMesh "Tree" et "Car", qui gardent la collision par defaut (BlockAll) : +// chaque instance recoit un corps physique Chaos (HISMC_AddInstance 55 s, AddActorsToScene x161 000, +// et ~460 Mo de physique en memoire). Ces arbres et voitures sont decoratifs (decision utilisateur). +// +// Cette commandlet change le profil de collision des composants nommes d'un Blueprint (noeuds de la +// SimpleConstructionScript), recompile et sauvegarde. Controle : le profil et l'etat de collision +// sont relus apres modification ; tout ecart, ou composant introuvable : rien n'est sauvegarde. +// +// Usage : +// UnrealEditor-Cmd.exe -run=LPSetComponentCollision -BP=/Game/BPs/MapMarkers -Components=Tree,Car +// [-Profile=NoCollision] [-DryRun] + +#pragma once + +#include "CoreMinimal.h" +#include "Commandlets/Commandlet.h" +#include "LPSetComponentCollisionCommandlet.generated.h" + +UCLASS() +class ULPSetComponentCollisionCommandlet : public UCommandlet +{ + GENERATED_BODY() + +public: + ULPSetComponentCollisionCommandlet(); + virtual int32 Main(const FString& Params) override; +};