The editor warned 'LIGHTING NEEDS TO BE REBUILT' (Build Lighting Only / BuildLighting) because the sun and sky were Stationary with no baked lightmap. The demo is a fixed daytime scene lit entirely dynamically, so: - Config/DefaultEngine.ini: r.AllowStaticLighting=False - nothing to build. - DemoMap + ReviewMap builders: sun, sky light, height fog and the staged mesh components are set to ComponentMobility.MOVABLE. Also clears the Android File Server SecurityToken in DefaultEngine.ini: the plugin is disabled and excluded from shipping, and the value is a credential that must not be committed. All 14 screenshots re-rendered; no lighting warnings in the build or run logs.
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 (review map): one warm key light plus sky fill, neutral exposure.
- Lighting (demo map): fixed daytime — sun at pitch -50 / yaw 120 (intensity
4, warm), sky light 2.6, sky atmosphere, height fog, and a manual-exposure
post-process volume (min = max brightness 1.0) so a shot cannot wash out or
crush to black depending on how much sky it frames. Surface colours are
assigned explicitly in
Tools/ue_build_demo_map.py(M_Asphalt,M_Concrete,M_Ground,M_RoadPaint) because Blender's flat diffuse colours do not survive the FBX → Unreal import.
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.













