Files
gig-line/Docs/build.md
T
zwitschi 1c6b956435 bootstrap: finish project bootstrap — scale test, MPFB character, build docs
- Static-mesh scale test passes: 1 m = 100.00 cm, origin preserved, axis
  mapping east→+X / north→−Y / up→+Z (named presets ue_metric_v1 both sides).
- MPFB 2.0.18 acceptance passes: generated human + standard 137-bone rig
  with weights + v2 skin baked to 1024² diffuse; imports as SkeletalMesh
  with Skeleton, Material, and Texture2D in /Game/Test/Character.
- MPFB headless requires XDG_CONFIG_HOME at the Flatpak config tree;
  documented in Art/blender/README.md, probe in Tools/addon_compat_probe.py.
- Docs/build.md completed: fresh-checkout build, packaging, headless checks.
- Docs/setup.md reconciled with reality; ROADMAP/bootstrap closed out.
2026-11-07 09:29:11 +01:00

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3.7 KiB
Markdown

# Build
Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was installed and a blank `Game/GigLine` build was packaged and launch-tested.
## Constraints
- Engine installation is external to the repository. Record its path and exact version in [toolchain.md](toolchain.md).
- Build output (`Binaries/`, `Intermediate/`, `Saved/`, `DerivedDataCache/`) is never committed.
- Large content is LFS-tracked, so a fresh clone needs `git lfs install && git lfs pull` before any build.
## Engine
Pinned install: **Unreal Engine 5.8.4** (CL 58902052, promoted build) at
`/run/media/system/DATA/Engines/UE_5.8.4`. The engine bundles **no** Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use `BuildSettingsVersion.V7` to share the installed editor's build environment.
## Fresh-checkout build
```bash
git clone <remote> gig-line && cd gig-line
git lfs install && git lfs pull
Tools/check-lfs.sh # must pass before any content build
# Compile the project's editor target (first build also proves the toolchain)
cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/Linux/Build.sh GigLineEditor Linux Development \
-project="$PWD/../../Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
-WaitMutex
# Expected tail: "Result: Succeeded"; module binary lands in
# Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so
# Open in the editor (GUI, Vulkan)
./Engine/Binaries/Linux/UnrealEditor \
/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject
```
Adapt the `-project=` path to the actual checkout location.
## Package a Linux build
```bash
cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
-noP4 -platform=Linux -clientconfig=Development \
-cook -allmaps -build -stage -pak \
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \
-unattended
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB)
# Launch test: /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh
```
The archive directory is deliberately **outside** the repository; never archive into the checkout.
## Headless content checks
Both content-acceptance tests run headless and are the template for all asset import verification:
```bash
# Static-mesh scale test (Blender export -> Unreal import -> measure)
# Blender: Tools/scale_test_export.py, Unreal: Tools/ue_scale_test_import.py
# MPFB character (generate -> rig -> bake -> export -> skeletal import)
# Blender: Tools/mpfb_character_export.py, Unreal: Tools/ue_character_import.py
# Unreal side of any test:
./Engine/Binaries/Linux/UnrealEditor-Cmd \
/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject \
-run=pythonscript -script=<repo>/Tools/<script>.py -nullrhi -unattended -nopause -stdout
# Note: 5.8 swallows Python print() in the commandlet; scripts write result files to /tmp.
```
## Known engine quirks (2026-11-07)
- One handled `PSOPrecache` ensure fires at packaged-build exit only; not blocking.
- Interchange 5.8 does not create material/texture assets for skeletal FBX imports — `Tools/ue_character_import.py` finishes that chain explicitly.
- Android Turnkey status errors and datarouter DNS warnings in logs are benign.
## Packaged Linux build
- 2026-11-07: blank `Game/GigLine` Development build packaged via the command above; 1.1 GiB archive at `/run/media/system/DATA/Builds/GigLine/Linux`; `GigLine.sh` launched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (`0.1.0` Gameplay section).