Follows the vehicle-artist object split, which the first build violated: body, glass, front and rear lights, mirrors and a single wheel mesh are now separate objects and separate assets in /Game/Hollywood/Vehicle. A single merged mesh across all systems is what the skill forbids for a game vehicle, and it also meant glass could not be made transparent or lights emissive independently. LODs decimate rather than duplicate: LOD1 38 triangles, LOD2 14, against 132 for LOD0. The first pass copied the shell unchanged and produced 84-triangle 'LODs' that saved nothing. Imports verified with bounds: body 4.76 x 1.76 x 1.28 m, wheel 0.22 x 0.66 x 0.66 m, which match the modelled dimensions. Open, recorded: LOD group wiring needs StaticMeshEditorSubsystem.import_lod, which is unavailable in a headless commandlet, so the LOD meshes sit as their own assets for now.
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.