Root cause of the empty review frames: EditorLevelLibrary.load_level/new_level are deprecated no-ops in -nullrhi commandlets, so staged actors landed in the current world and got saved over the wrong map. Switched both map builders to the LevelEditorSubsystem and reordered the review builder to save ReviewMap before the DemoMap section (the switch-back to a map that only exists in memory silently failed, writing demo content over ReviewMap). Rebuilt both maps, re-rendered every screenshot; user visual check passed. Screenshots/README.md cube naming corrected (A grounded, B floating), approval states updated; TODO.md visual-review notes closed. MEMORY.md records the deprecated-call and save-order traps.
Screenshots — visual review
Rendered in-game captures of the current project content, generated by
Tools/render_screenshots.sh. The PNGs are
committed alongside this README so a reviewer sees exactly what the build
rendered.
How to regenerate
Tools/render_screenshots.sh
Rebuilds Game/GigLine/Content/Test/ReviewMap.umap from current content, runs
the game on it (and on the DemoMap for the walkable views), walks the fixed
camera list via AGigLineShotActor, captures each shot, copies the PNGs here
and exits — about a minute. The camera list lives in
Tools/ue_build_review_map.py; add new shots there, remove retired ones here.
Scene conventions
- Floor: 160 m square, top face at Z 0. The character measures Z 0..83 cm.
- Cubes:
Cube_ScaleTest_Arests on the floor,Cube_ScaleTest_Bfloats at Z 2 m; both are exactly 1 m — the scale reference. - Lighting: one warm key light plus sky fill (review rig, not the
0.1.0daytime look). Beyond the floor is open: the horizon is a black band.
Review-map shots
All ☑ approved 2026-11-07 (re-rendered with the character and cubes restored; user visual check passed).
Naming: shots use their stable
Tools/ue_build_review_map.pycamera name (no index prefix), so adding or reordering cameras never renumbers files or orphans the old ones. Click an image for the full-size PNG.
Demo-map views
Rendered from /Game/Hollywood/DemoMap, the walkable level. Click an image for the full-size PNG.
What to look for
- Ground contact: feet meet the plane with no gap and no shadow seam.
- Scale: everything checks against the 1 m cubes.
- Façade rhythm: six columns at 4.96 m across 25.75 m should read as the photographs in silhouette.
Known cosmetic issues
- Floor speckle from the
Constant3Vectorwiring inTools/ue_build_review_map.py. - Hero façade renders pale — Blender flat colours with no normal/roughness, so
it reads as untextured stone (the
0.1.4façade patch, not a lighting bug). - Banners and window panels float detached from the colonnade wall (next modelling pass).
- Between kerb and building line, the walkable surface is the terrain mesh, not a modelled pavement.













