# MEMORY.md Shared working memory between sessions and collaborators. Short, dated entries with evidence: the command, the log line, or the file path. Scope: facts and traps that cost time to establish. Planned work lives in [ROADMAP.md](ROADMAP.md); formal setup, pins, and licensing live in [Docs/](Docs/). --- ## 2026-11-07 — Unreal Engine 5.8.4 - **Extracted** to `/run/media/system/DATA/Engines/UE_5.8.4` (73 GiB, `unzip` exit 0). CL `58902052`, `++UE5+Release-5.8`. - **Gotcha: the editor needs a writable `~/.config/Epic`.** In the agent shell it crashed with signal 11 twice and looked like a broken install. The log named it: `create dir('/home/zwitschi/.config/Epic/') failed: errno=30 (Read-only file system)` → `Fatal error: Failed to create Intermediate directory '…/.config/Epic/UnrealEngine/5.8/Intermediate/'`. Rerunning with `HOME=/tmp/uehome XDG_CONFIG_HOME=/tmp/uehome/.config` reached `LogInit: Display: Engine is initialized.` - **Vulkan RHI is still unproven.** The successful run used `-NullRHI`. Untested: `UnrealEditor -vulkan` from a desktop terminal. - A packaged game does not need `~/.config/Epic`, so this failure does not follow the build. ## 2026-11-07 — Agent shell limits - The agent shell has a **read-only home** and read-only `/run`: `sudo` is blocked (`no new privileges`), `flatpak run` and `podman` cannot create instances, `/dev/nvidia*` is absent so `nvidia-smi` always fails there. None of this is a broken machine; verify GPU things from a normal terminal. - Anything outside the session workspace (`/run/media/system/DATA/Engines`, `/tmp`) needs the wider sandbox with an approval prompt. ## 2026-11-07 — Reference photography - **Licensing is not a gate for local development.** Reference images live in the gitignored `Art/reference/` and are never committed. What each set establishes is written into `Docs/reference-notes-hollywood.md`. - **Commons text search runs dry; categories do not.** `Tools/commons_fetch.py --category "Category:Hollywood Masonic Temple"` surfaced 15 files a search never showed, including 4–5k px façades. - **`upload.wikimedia.org` throttles hard.** Batches of six or fewer with `--delay 3`; a throttled file is skipped and recorded rather than killing the run (HTTP 429). - **Unqualified queries return junk.** `Hollywood Boulevard shops` returned a Münster street, `Hollywood Masonic Temple entrance` a Seattle card index. Check the hit list before accepting a set. - **OpenRouter web search is expensive.** One `gpt-5.2` + `openrouter:web_search` call ran 17 searches and cost **$0.38**; two of its eight URLs were Commons files already held. Use it for a known gap, not a sweep. `Tools/page_image_fetch.py` turns results into files by reading `og:image`. - **The inherited "eight stone steps, 12 m wide" is wrong.** Photographs show three portals, each with its own short flight. Do not copy that number into geometry. ## 2026-11-06 — Blender and Blosm, headless - **`flatpak run` does not work here.** Call the binary inside the app tree: `B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files`, then `LD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b …` with `BLENDER_USER_SCRIPTS="$HOME/.var/app/org.blender.Blender/config/blender/5.2/scripts"`. - **Blosm needs two headless workarounds**, both already in `Tools/blosm_blockout.py`: 1. it refuses to import until an asset directory is set, and the check fires before the mode is honoured; 2. in background mode the default level table is empty, and the add-on then takes a path with a broken relative import (`from gui import addDefaultLevels`). Seeding one entry avoids it. - **Blosm projects on a sphere, not an ellipsoid.** Its frame is about 0.4 % oversized and rotated by meridian convergence — roughly 2 m at the theatre. Fixed with a six-parameter affine into EPSG:26911 (0.0 cm residual). - **Transform roots only.** 256 of 275 objects are children; transforming both parent and child applies the correction twice and reads as a 2 m placement error. - **Blosm quietly fetches from Overpass** for relation members missing from the extract. `loadMissingMembers` is off by default in the tool so imports stay offline and reproducible. ## 2026-11-06 — Geo data traps - **The 3DEP export is a tiled TIFF, not strips.** A strip reader silently scrambles rows and produces fake 0 m / 127 m bands. `Geo/scripts/dem_stats.py` handles tiles. - **Sample walk routes through PROJ.** Placing samples with the OSM spherical approximation put them metres off the UTM meshes and reported 91 phantom holes. `/tmp` is not shared between tool calls here either — regenerate instead of saving intermediate files there. - **3DEP cannot resolve kerbs.** Sharpest break near the kerb line is 0.09–0.12 m/m, a gutter transition, not a 0.15 m upstand. Kerb height stays a stated assumption. - **Building interiors are not ground.** Points inside the hero footprint returned 114.5–117.1 m — structure, not terrain. Excluded from the relief figure. - Two measurements independently agree on the carriageway: crossing length 20.9 m and gutter spacing −10 / +10…12 m. ## 2026-11-06 — Repository traps - **Without `git lfs install` the lfs filter is inactive and `git add` does not warn** — it stores the file as a plain blob. `Tools/check-lfs.sh` is the guard. - **Never commit reference images or `.env`.** `.gitignore` covers `/Art/reference/`, `.env`, `*.env`. When images slipped in early, history was rewritten to remove them. - The project origin is Hollywood × Highland: `E 376 515.389 / N 3 774 224.083` in EPSG:26911. Blender X east, Y north, Z up, metres, Z measured from the origin ground (NAVD88 115.911 m). The whole block sits at negative X. ## 2026-11-07 — Unreal pipeline findings - **UE 5.8 game targets must use `BuildSettingsVersion.V7`** to share the installed editor's build environment; V5 is rejected with "modifies the values of properties … not allowed". - **`UnrealEditor-Cmd -run=pythonscript` swallows Python `print()`** with `-stdout` in 5.8 — write results to a file instead (see `Tools/ue_scale_test_import.py`). - **`unreal.Box` has `min`/`max`, not `origin`/`get_extent()`** in 5.8 Python; compute centre/size from the corners. - **FBX Blender→UE axis mapping is east→+X, north→−Y, up→+Z** with preset `ue_metric_v1`; the Y mirror is inherent (RH→LH). Compass math in game code: north = −Y. Verified with the three-cube scale test. - Headless asset import works fine with `-nullrhi`; `unreal.AssetImportTask` + `FbxImportUI` is the pattern (Interchange pipeline under the hood). - **Flatpak Blender headless needs `XDG_CONFIG_HOME=$HOME/.var/app/org.blender.Blender/config`** for extensions: `bpy.utils.user_resource('EXTENSIONS')` otherwise resolves to `~/.config/blender/5.2/extensions` (empty) and `bl_ext.blender_org.mpfb` is undiscoverable. Blosm unaffected (scripts/addons via `BLENDER_USER_SCRIPTS`). Found via `Tools/addon_compat_probe.py`; documented in `Art/blender/README.md`. - **UE 5.8 Interchange skips material/texture assets for skeletal FBX imports** (static imports do get materials). Finish the chain in Python: import texture, build Material via `MaterialEditingLibrary`, assign with `sm.set_editor_property('materials', [SkeletalMaterial])` — the struct field is `material_interface`, not `material`, and `SkeletalMesh.set_material()` does not exist. See `Tools/ue_character_import.py`. - **Blender 5.2 FBX exporter removed `armature_nla`** (passes for 4.x recipes fail). Also: a baked image is only referenced by the FBX exporter when `image.filepath` (not just `filepath_raw`) is set and the exporter can map the node — MPFB's v2 skin node-group tree can't be mapped, so a flat export material is required. ## 2026-11-07 — Collaboration and scope - **Two sessions edit this repo at once.** The other session created the Unreal project and the blank package while this one was documenting. Check `git log` and `git status` before committing, and never `git add -A` blindly: it once swept generated `Game/GigLine/Build/**` logs into a commit. Stages the source files deliberately. - **`Build/` under a project is generated**, not source — `FileOpenOrder/*.log` and packaging output. `.gitignore` now covers it alongside `Binaries/`, `Intermediate/`, `Saved/`, `DerivedDataCache/`. - **Scope boundary for `0.1.0`:** do not tag `v0.1.0` without an explicit go-ahead from the owner. It is a minor release and carries the walking/driving demo promise; the board's release checks decide when it is ready, not the pace of work. ## 2026-11-07 — Screenshot pipeline - **`-executePythonScript` + editor is unreliable for captures**: the editor quits right after a *successful* deferred script (async screenshot requests never render), and after `load_map` in a commandlet every `spawn_actor` call returns None — build scenes in the default world instead. - **Robust in-game capture recipe**: commandlet builds a map (`ue_build_review_map.py`), then the game runs in `-game` mode and a tiny C++ actor (`AGigLineShotActor`) walks camera setups via `SetViewTarget` + `FScreenshotRequest::RequestScreenshot`. In 5.8 `FScreenshotRequest` has no resolution argument (window size via `-ResX/-ResY`) and no `IsFinished()` — poll `!IsScreenshotRequested()`. Lives in `UnrealClient.h`, not `Misc/ScreenshotManager.h`. - **Commandlet-only quirks**: bulk render-target readback (`read_render_target_raw`, `export_render_target`) silently returns empty in commandlets; single-pixel `read_render_target_uv` works. Game targets must use `BuildSettingsVersion.V7`. ## 2026-11-07 — Enhanced Input from Python (UE 5.8) - **`unreal.InputCoreTypes` does not exist** in the 5.8 Python bindings, and `unreal.Key` takes no constructor argument. Build a key with `k = unreal.Key(); k.import_text("SpaceBar")` — the export text is the key name (`MouseX`, `Gamepad_Left2D`). - **Factories are `unreal.InputAction_Factory` and `unreal.InputMappingContext_Factory`**, not `InputActionFactory`. `create_asset(..., factory=None)` also works. - **Do not delete an asset and recreate it in the same commandlet run.** `create_asset` returns `None` for a path deleted earlier in that process. Load the existing asset and overwrite it instead (`Tools/ue_create_input_assets.py: fresh()`). - **Modifiers on `EnhancedActionKeyMapping` do not survive saving.** Assigning `InputModifierNegate` to the mapping's `modifiers` reads back correctly in memory, even after a `gc.collect()`, but the saved asset reads `mods=[NoneType]`. Keep-alive references, explicit flag setting, and in-place saves all failed to change it. Workaround: bind one action per direction (W and S as separate actions) so no modifier is needed. - **A read-only packed `.umap` silently blocks `save_map`.** `EditorLoadingAndSavingUtils.save_map` returned `False` with no error until the file's mode was fixed (`chmod u+w`). Symptom: a rebuilt review map keeps three cameras after a fourth is added. - `-run=pythonscript` still swallows `print()`, so write results to a file; `/tmp` is visible to the commandlets even though it is not shared between agent tool calls.