fix: register runtime actors for depth and object masks - #95
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Runtime actors spawned through
Communicatorappear in RGB but are absent from depth and object masks in the official Base20260201 Windows backend. Calling its existing color annotation command registers the render components for both sensors. The spawn methods now perform that registration after setting the initial transform and mobility, so the annotation also follows subsequent movement.Fixes #88.
set_color(name, rgb)palettes remain supported; automatic colors do not guarantee global uniqueness.okand the actor-name response returned by the official package.examples/verify_runtime_sensors.pyfor reproducible live validation.Verification
The same live script was run against upstream
1f588ecand this fix on fresh servers using the complete official Base20260201 Windows package, UE 5.3.2, RTX 4090, 640×480 capture. The ZIP SHA-256 and exact commands are recorded in the evidence report.Before the fix, the original depth NPY and mask PNG responses remain byte-for-byte identical to the empty-scene responses despite the actors appearing in RGB. After the fix, all three actors have foreground depth in over 99% of their mask pixels; all three retain foreground depth and move their masks when repositioned. The live script exits 1 on baseline and 0 with the fix.
Full evidence and reproduction instructions include unmodified PNGs, losslessly compressed original NPY payloads, SHA-256 request transcripts, per-actor measurements, engine annotation logs, and JUnit reports. Evidence is committed separately on the fork so maintainers can inspect/download it without adding recorded scenes to the code PR.
This live validation covers the bundled box, humanoid, and vehicle assets on Windows. Other spawner paths are covered at the protocol boundary by the automated tests; custom Blueprint components still need to be renderable by the backend.