Completes "Materials and look development for all exported assets". Every exported surface previously carried a flat Constant3Vector fill, which read as plastic. ensure_material() in Tools/ue_build_demo_map.py now builds a procedural material per surface: - base colour blended between two shades by world-space noise (WorldPosition -> Multiply -> Noise -> Lerp -> BaseColor) for large-scale variation, - an explicit roughness and specular so the surface type is readable. M_Asphalt 0.92, M_Concrete 0.88, M_KerbConcrete 0.85, M_Ground 0.98, M_RoadPaint 0.62, M_FacadeStone 0.72, M_Stucco 0.86 Site meshes take their material by mesh name; the hero facade and the two north-side buildings take theirs by actor label, so they are covered even though other scripts stage them. Materials are deleted and rebuilt on every run, so a look change cannot be masked by a stale asset. Result: the facade reads as warm stone with surface variation, asphalt as dark asphalt with grain, concrete and kerbs lighter and matte, and the north buildings in stucco instead of flat grey. Screenshots re-rendered and approved by the owner. The richer texture-based pass (baked/procedural brick_facade, seamless_concrete, glass, material instances) stays in the 0.1.4 facade patch. Squash of branch materials-lookdev-0.1.0 (PR #5).
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.