frontage: south block frontage, plus the placement bug it exposed
Adds the five remaining verified south-side buildings to the demo block (6922, 6902, 6838 El Capitan Theatre, 6822 Budget, 6806-6820, 6800 Lee Drug), exported in place from the OSM blockout by Tools/export_block_frontage.py, imported to /Game/Hollywood/Frontage/ and staged by the demo builder with the look material set (stone for the theatres, stucco for the retail run). Adding neighbours exposed a pre-existing placement bug that was invisible while the hero facade stood alone in an empty field: - UE south is +Y here (south sidewalk Y +718..+1447), but the hero sat at Y -1450 on the NORTH side of the street. - It was also at X -12024..-9420, 26 m east of the 6840 footprint; the frontage gap between 6902 and 6838 is X -14591..-12082. - The two north-side buildings were on the SOUTH side, because their exporter mirrored Y. Fixes: hero moved to X -13336 / Y +1307, inside its frontage gap; the frontage and north-building exporters no longer apply a Y mirror (the FBX preset already lands Blender -Y south on UE +Y south); player start and demo cameras moved to the north sidewalk looking south; sun raised to pitch -62 so both frontages read instead of the north side silhouetting. Result: the demo is a street - continuous south frontage with the hero in it, both sidewalks, the road with the designated crossing, and the north-side buildings across the road. Screenshots re-rendered and approved by the owner. Squash of branch frontage-block-0.1.0 (PR #6).
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@@ -191,3 +191,11 @@ Scope: facts and traps that cost time to establish. Planned work lives in [TODO.
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- **A fresh git worktree has no compiled game binaries.** `Binaries/` is gitignored, so `UnrealEditor-Cmd` on a new worktree exits "abnormally (error code: 1)" before running the Python script, with no Python error in the log. Run `Engine/Build/BatchFiles/Linux/Build.sh GigLineEditor Linux Development -project=<worktree>/Game/GigLine/GigLine.uproject` first.
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- `/tmp/gigline/*.txt` result files are **shared across worktrees**. Reading `/tmp/gigline/demo-map.txt` after a run can show another worktree's stale output — check the file mtime, or use a per-worktree result path.
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- **Flat Constant3Vector materials read as plastic.** Giving each surface a roughness plus a world-space-noise blend between two shades (WorldPosition → Multiply → Noise → Lerp between two Constant3Vectors → BaseColor) is enough to stop the blockout looking like a toy; no textures required.
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## 2026-11-07 — The Y-side bug (found when the frontage was added)
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- **UE convention in this project: south = +Y, north = −Y.** Ground truth is the street mesh: `Sidewalk_North` is Y −1912..−1053 and `Sidewalk_South` Y +718..+1447.
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- The hero facade had been placed at **Y −1450 (north side)** and X −12024..−9420 — 26 m east of the 6840 footprint and on the wrong side of the street. It only looked right because it stood alone in an empty field; the approved screenshots were of a building with no context.
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- The two north-side buildings (TCL, Tussaud's) were similarly on the **south** side: `export_north_buildings.py` mirrored Y, which put them where the frontage belongs.
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- Fix: hero at X −13336 / Y +1307 (the frontage gap between 6902 and 6838); frontage and north buildings exported **without** a Y mirror (the FBX preset already maps Blender −Y south to UE +Y south).
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- Lesson: **place a building only against a neighbour or the street mesh, never in isolation.** A single object in an empty map hides any number of placement errors; adding the adjacent frontage immediately exposed this one.
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