zwitschi 3709530977 qa fix (wip): input assets hard-referenced, static site collision, spawn on sidewalk
Carries the QA fixes for the walkable demo off main onto an error-fixing
branch so a live window can be tested without blocking the clean main.

- GigLineCharacter: hard-reference the Enhanced Input assets via
  ConstructorHelpers so the cooker includes /Game/Input (they were soft-only
  and pruned from the pak -> no inputs bound). Push the mapping context on a
  deferred timer after possession.
- defaultgame.ini: +DirectoriesToAlwaysCook for /Game/Input, Hollywood, Test.
- ue_build_demo_map.py: stage site meshes STATIC with explicit collision
  (QUERY_AND_PHYSICS, WorldStatic, BlockAll); hero facade STATIC; PlayerStart
  moved onto the north sidewalk at Y -1200.
- DemoMap.umap rebuilt with the above.

STATUS: packaged build now logs all input assets ok and grounded=1/Walking,
so falling + input-nil are fixed in the package; the user still hit a stuck
window (no mouse/keys) in one test, so this remains WIP pending a clean
interactive run.
2026-11-08 10:31:12 +01:00

Gig Line

A Linux-first Unreal Engine game about walking and driving through a real city. The first release, 0.1.0, is a walkable exterior demo around 6840 Hollywood Blvd / El Capitan Entertainment Centre, covering the south-side frontage between Highland Avenue and Orange Drive plus the north-side frontage within 50 m of the boulevard.

Status

0.1.0 is in progress. The workstation, engine, geo pipeline and project bootstrap are done and verified; a walkable DemoMap exists with terrain, street, sidewalks, kerbs and the hero façade placed from measured coordinates. Façades are still blockouts, and materials are flat colours — both are planned patches.

Current tasks are in TODO.md and the development plan is in ROADMAP.md; what was learned the hard way is in MEMORY.md.

Layout

Path Contents
Game/ Unreal project, configuration, source, game-ready content
Art/ Editable Blender sources, blockouts, terrain, street, hero façade, and a local (uncommitted) reference library
Geo/ Source manifests, permitted geographic data, and every geographic tool
Tools/ Unreal-side importers, level builders, and reference gathering
Docs/ Setup, toolchain pins, build and content pipeline, licensing, release checks
Screenshots/ Rendered review captures and their approval state

Getting started

git lfs install    # required: content, images, audio, and geo files are LFS-tracked
git lfs pull
Tools/check-lfs.sh # verifies the lfs filter is active and files are stored as pointers

The engine is installed outside the repository and pinned in Docs/toolchain.md. Setup is in Docs/setup.md; building and the content pipeline are in Docs/build.md.

Documents

Licensing

Code licence is an open decision (MIT proposed). Engine, art, and geographic data are licensed separately; see Docs/licensing.md. OSM-derived output carries "© OpenStreetMap contributors".

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