The registry listed 20 synthetic /Game/Ralpha/MetaHumans/... entries with no
on-disk asset and omitted the real spawnable BPs, so packaged-runtime
spawn_metahuman (which can't scan — scan is editor-only) would fail. Regenerated
to the 2 BPs that actually exist: MH_Aera -> /Game/MetaHumans/Aera_MHC/BP_Aera,
MH_Cen -> /Game/MetaHumans/Cen/BP_Cen.
Found by proper-review-v2 round-1 ping-pong (Codex). Source of truth:
ralpha/scripts/dev/regen_metahuman_registry.py (filesystem scan, no editor).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The CesiumForUnreal plugin was removed from Plugins/ on disk, but Ralpha.uproject
still listed it as Enabled with no "Optional" flag — a hard project requirement
UE can't satisfy, causing missing-modules/load instability (a likely contributor
to editor crashes this session). Marking it "Optional": true so a missing Cesium
no longer blocks project load. The engine-level Cesium install
(Engine/Plugins/Marketplace) still satisfies the reference when present, and the
C++ build already auto-disables Cesium (WITH_CESIUM=0) when the plugin is absent.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Runtime endpoint: MetaHuman assets that require fx.Niagara.ForceLastTickGroup now have the project console variable set.
Human endpoint: the editor no longer needs to show the missing-project-settings banner for /Game/MetaHumans/Cen/BP_Cen after this config is applied.
Knowledge endpoint: the required MetaHuman project setting is recorded in Config/DefaultEngine.ini instead of being a manual editor prompt.
Product endpoint: MetaHuman renders can load with the expected Niagara tick behavior in the UE project used by the website/demo pipeline.
Distribution endpoint: the canonical UE project config carries the setting in ralpha-ue5.
Licensed from Shutterstock by James Tagg. Original photographer:
Antonio Guillem. Standard License.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
40 new maps, imported meshes, Fab camping/medieval tents,
WaterMill, Street, Starship, bateaux training references,
benchmark sky references, GeneratedAssets
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2,154 Environment files that were missing from the initial
CitySample migration which failed at ~91% completion
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
~5,300 building assets including all CH building types,
New York and San Francisco building variants, roof and window materials
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
~228 new map files including brain_* generation iterations,
sunset test variants, Paris, spaghetti/pasta demos, render tests,
and Brushify tropical maps
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
~150 tile meshes and carbonara/pasta food models (bitten forkful,
boiling pot, fork with pasta, pancetta, parmesan, plated carbonara,
raw eggs, raw spaghetti, sizzling pan)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- AncientContent: Megascans rocks, foliage, terrain from Valley of the Ancients
- ArchVis: Architectural visualization assets
- WesterTown: Western desert town environment
- Audio, Blueprints, BroadcastStudio, KiteDemo content
- New room maps and water plane assets
- FAB shopping list for future downloads
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- droplet-sync.sh: Syncs assets from LFS repo on boot
- ralpha-ue5.service: Systemd service for auto-start
- droplet-setup-ue5-project.sh: One-time setup script
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>