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.
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 checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.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.