Files
gig-line/Game
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
..

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 checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.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.