Tools/sibling_asset_audit.py reads the sibling security-game project's prop
library straight from the GLB headers: 20 street props, 11.8k triangles, every
one with a Blender source. The 50 .blend sources are copied to
Art/props/blender_src/ with a manifest; nothing is imported into Unreal yet. Its
building meshes are deliberately not taken - they are Godot GLBs built around a
29.6 m facade that this project measured at 25.75 m.
The facade proportions were wrong against the photograph: 5.7 m of blank wall
above the capitals. Entablature is now 3.4 m, parapet 2.2 m, with architrave and
cornice bands and square pedestals, so the elevation reads as layered stone.
The review floor was a 5 cm slab centred 50 cm down, so the character floated
1.8 m above it. The floor is now 90 m x 90 m x 10 cm with its top face at Z 0 and
the character measures Z 0..83 cm - feet on the plane.
Two cubes only: A on the ground as the contact/scale reference, B held at 2 m so
its cast shadow separates from the body for comparison. The scale-cubes camera
was still aimed at the old three-cube row and now looks at both from the south.
Screenshots are committed per the owner's instruction, and .gitignore no longer
excludes them.
Memory gains the camera-side, centre-origin, read-only-map and screenshot-tracking
traps this pass cost. The asset production claim is released: the hero facade
first pass exists and awaits screenshot approval, so the section is free for the
next owner.
- AGigLineShotActor (dev-only): walks a fixed camera list in -game mode,
captures via FScreenshotRequest, quits. Test content only.
- ue_build_review_map.py builds /Game/Test/ReviewMap from current content
(gray floor, key light, sky, MPFB character, 1 m scale cubes).
- render_screenshots.sh: build map -> run game -> collect PNGs into
gitignored Screenshots/.
- Screenshots/README.md (committed) describes each capture with approval
state; AGENTS.md gains the visual-review instructions.
Initial setup is complete: setup.md opens with a per-section status table and
drops the stale blockers, toolchain.md records that every pin has been exercised
on real work (engine compile + package, Blender/MPFB/Blosm assets, PROJ origin),
and MPFB's load-and-export check moves from pending to verified. Records the one
unexercised path — a fresh checkout — as a v0.1.0 release check.
AGENTS.md now states that planned work is checkbox items in ROADMAP.md marked
open, in progress, or done, and that discoveries, gotchas, notes, and bugs go to
MEMORY.md for coordination between collaborators. MEMORY.md is seeded with what
this build-up actually cost: the Unreal read-only-home crash, Blender/Blosm
headless workarounds and the spherical projection, the tiled-TIFF DEM trap, the
reference licensing and throttling rules, and the LFS silent-blob trap.
Also stages the concurrently created Unreal project files, and stops per-project
Build/ output (FileOpenOrder logs) from entering the repository.