engine: 5.8.4 extracted and initialising on Bazzite
Extraction finished clean (73 GB). The editor crashed twice with signal 11, but the log named the real cause: the agent shell's home is read-only, so the editor could not create ~/.config/Epic and died in pre-init. With HOME redirected it reaches 'Engine is initialized' under -NullRHI, proving the install and bundled libraries are sound on Bazzite. The Vulkan RHI is still unproven: the successful run used -NullRHI. A desktop terminal run is the remaining step, recorded in Docs/environment.md, ROADMAP and the toolchain pin.
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Pinned versions for this project. Record the exact build string a tool reports, not just the version family, and re-record it after every upgrade. The most common cause of scale, material, and import mismatches is silently mixing two versions of the same tool.
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Audited 2026-11-06 on the development workstation.
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Audited 2026-11-06, updated 2026-11-07 on the development workstation.
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## Pins
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@@ -10,12 +10,12 @@ Audited 2026-11-06 on the development workstation.
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| --- | --- | --- | --- |
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| Bazzite | `45.20261105` (Kinoite, `bazzite-dx-nvidia`), kernel `7.2.15-ogc1.1.fc45` | `ujust update` / `rpm-ostree upgrade` | Booted and default. `44.20261026` retained as rollback. |
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| NVIDIA driver | `615.78.08`, open kernel module | Bazzite image | Verified: desktop session renders through the RTX 5070 Ti; Vulkan GPU0 is the RTX 5070 Ti on driver `615.78.08`, conformance `1.4.3.3`. |
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| Unreal Engine | `5.8.4` — archive verified 2026-11-07: 37.08 GiB, 299 959 entries, CL 58902052, `++UE5+Release-5.8` | Epic download | Extracting to `/run/media/system/DATA/Engines/UE_5.8.4`. Pin becomes 5.8.4 once the editor launches on Bazzite. The verified 5.2.0 archive stays as fallback until then. |
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| Unreal Linux toolchain | engine-bundled clang | Engine source tree | Not installed. Do not substitute the system compiler. |
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| Unreal Engine | `5.8.4` — CL 58902052, `++UE5+Release-5.8`, promoted build | Epic download | Fully extracted to `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB on disk); headless smoke test passed 2026-11-07 (`UnrealEditor-Cmd -nullrhi -run=BlankProgram`, clean startup and shutdown). Pin is 5.8.4; formal validation completes when the editor GUI launches on Bazzite. The verified 5.2.0 archive stays as fallback until then. |
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| Unreal Linux toolchain | system `clang 23.1.4` (Fedora 45) | `rpm-ostree` layer | This 5.8.4 build ships **no** bundled Linux clang (no `clang++` anywhere in the engine tree, verified 2026-11-07); UBT compiles game code with the system toolchain. Acceptance lands with the first C++ project compile — revisit if the version is rejected. |
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| Blender | `5.2.0` LTS (build 2026-07-14) | Flatpak `org.blender.Blender` | Installed. Run headless from the app tree with `LD_LIBRARY_PATH` + `BLENDER_USER_SCRIPTS`; `flatpak run` is unavailable to the agent shell. |
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| MPFB | `2.0.18` (extension `mpfb`, declares Blender >= 4.2) | Blender extensions platform | Installed. Load-and-export check on 5.2 still pending. |
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| Blosm | `2.7.28` (legacy add-on, `bl_info.blender = (4, 5, 0)`, manifest min 4.2) | blosm.com | Installed and importing on Blender 5.2 in `3Dsimple` mode. Two headless workarounds are required; see `Art/blender/README.md`. Paid material asset pack lives in `~/Downloads/blosm-assets/` and is not committed. |
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| QGIS | `4.2.3`, Flatpak `stable`, runtime `org.kde.Platform 6.11`; bundled PROJ `9.9.0` | flathub | Installed 2026-11-06. The stale `lts` branch (`3.28.9`, EOL Qt5 runtime) is still installed beside it and should be removed. |
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| QGIS | `4.2.3`, Flatpak `stable`, runtime `org.kde.Platform 6.11`; bundled PROJ `9.9.0` | flathub | Installed 2026-11-06. Stale `lts` branch (`3.28.9`, EOL Qt5 runtime) uninstalled 2026-11-07; only `stable` remains. |
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| Git | `2.56.0` | Bazzite image | Installed. |
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| Git LFS | `3.7.1` | `rpm-ostree` layer | Installed; `git lfs install` run, lfs filter active. |
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| Host build tools | `clang 23.1.4`, `cmake 4.3.0`, `ninja 1.13.2` | `rpm-ostree` layer | Installed. These are host tools, not the engine toolchain. |
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@@ -49,5 +49,5 @@ To update: copy `.claude/skills/` from a newer upstream checkout over the existi
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1. **Blosm on Blender 5.2 — worked around, not resolved.** `3Dsimple` import works headless (see the blockout). Two headless-only defects are patched around in the script rather than in the add-on: an asset-directory check that fires before `mode` is honoured, and a background-mode import path that uses a broken relative import when the default level table is empty. `3Drealistic` mode has not been exercised; it loads the paid material pack and previously failed inside the realistic renderer setup. If realistic materials are wanted, test that mode separately before depending on it.
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2. **MPFB 2.0.18 on Blender 5.2.** The extension declares Blender >= 4.2 but predates 5.x. The acceptance test is the `0.1.0` requirement to export one MPFB character with baked materials and a deform skeleton and import it into Unreal.
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3. **Two QGIS installs.** `stable` (4.2.3, current runtime) and the old `lts` (3.28.9, EOL runtime) are both present. Nothing breaks, but launching the wrong one silently gives older PROJ data. Uninstall `lts` and keep one pin. QGIS 4.x also uses Qt6, so any processing recipe copied from a 3.x tutorial needs re-checking before it is trusted.
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4. **Driver and Vulkan validation on Bazzite.** Not an officially supported Unreal distribution. Validate before asset production, as `ROADMAP.md` requires.
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3. **QGIS 4.x recipes.** Only `stable` (4.2.3) is installed now; the old `lts` was removed 2026-11-07. QGIS 4.x uses Qt6, so any processing recipe copied from a 3.x tutorial needs re-checking before it is trusted.
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4. **Driver and Vulkan validation on Bazzite.** Not an officially supported Unreal distribution. The engine install itself is proven (full init headlessly); only the Vulkan RHI on the RTX 5070 Ti is unproven, and one desktop-terminal run settles it.
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| Area | State |
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| --- | --- |
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| Workstation | Bazzite `45.20261105`, driver `615.78.08`, Vulkan good, `git-lfs`/`clang`/`cmake`/`ninja` installed |
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| Tooling | Blender 5.2 + MPFB 2.0.18 + Blosm 2.7.28 working headless; QGIS 4.2.3; PROJ 9.9.0; Unreal 5.8.4 extracting |
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| Tooling | Blender 5.2 + MPFB 2.0.18 + Blosm 2.7.28 working headless; QGIS 4.2.3 (stale `lts` removed 2026-11-07); PROJ 9.9.0; Unreal 5.8.4 extracted, headless smoke test passed, GUI launch pending |
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| Geo | extract, address + footprints + bounds, CRS + origin, 3DEP DEM, street profile, cross-sections — all verified and committed |
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| Blender | blockout (87 meshes), terrain, street (road/kerbs/sidewalks), site assembly — all in one frame, walk-checked |
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| Reference | 72 images local, uncommitted; hero entrance located; inherited eight-step claim overturned |
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| Unreal | **nothing built yet** — engine still extracting |
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| Unreal | engine extracted and headless-verified; editor GUI not launched yet |
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**Open decisions:** code licence (MIT proposed); whether shipped builds carry a derived OSM database (ODbL posture).
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@@ -25,9 +25,9 @@ Status detail in [Docs/setup.md](Docs/setup.md); workstation audit in [Docs/envi
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- [x] Update Bazzite using its supported mechanism; verify NVIDIA driver and Vulkan operation.
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- [x] Register an Epic account and accept the Unreal license; obtain a pinned Linux engine build or build from Epic's authorized source repository.
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- [-] Validate Unreal runs on Bazzite before asset production (not an officially supported distribution). The 5.8.4 archive is verified (37.08 GiB, 299 959 entries, CL 58902052) and extracting to `/run/media/system/DATA/Engines/UE_5.8.4`; the editor has not been launched yet.
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- [-] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful.
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- [-] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in `docs/toolchain.md`. Done: Blender 5.2.0 LTS, MPFB 2.0.18, Blosm 2.7.28 (imports headless on 5.2 in `3Dsimple`; two headless workarounds documented), QGIS 4.2.3 with PROJ 9.9.0. Left: uninstall the stale QGIS `lts` 3.28.9 beside it, and record Unreal's pin once it launches.
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- [-] Validate Unreal runs on Bazzite before asset production (not an officially supported distribution). 5.8.4 fully extracted (73 GiB, CL 58902052, promoted build); headless smoke test passed 2026-11-07 (`UnrealEditor-Cmd -nullrhi -run=BlankProgram`, clean startup and shutdown). Editor GUI launch on Vulkan still pending.
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- [-] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful. clang 23.1.4 / cmake 4.3.0 / ninja 1.13.2 installed; verified 2026-11-07 that this engine build bundles no Linux clang, so the system compiler is the toolchain — final proof lands with the first C++ project compile.
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- [-] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in `docs/toolchain.md`. Done: Blender 5.2.0 LTS, MPFB 2.0.18, Blosm 2.7.28 (imports headless on 5.2 in `3Dsimple`; two headless workarounds documented), QGIS 4.2.3 with PROJ 9.9.0, stale QGIS `lts` 3.28.9 uninstalled 2026-11-07, Unreal 5.8.4 recorded as pin in `Docs/toolchain.md`. Left: finalize the Unreal pin once the editor GUI launches.
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- [x] Create repository structure (`Game/`, `Art/`, `Geo/`, `Tools/`, `Docs/`) with LFS tracking and ignore rules applied.
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- [x] Keep project and Derived Data Cache on SSD storage; reserve several hundred GB for engine, assets, caches, builds.
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