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.
Game
The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.
What gets committed
Config/— engine and project settings, including the quality presets used for release checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.uproject
What does not
Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.
Engine
Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.