Follows the character-artist skill on two points it is explicit about: hair for a game character is a card system, and swappable parts stay separate meshes. - Tools/character_hair_build.py builds SM_Char_Hair: a scalp cap plus 18 cards in three rings, quads only, every vertex weighted 1.0 to the head bone, UV-mapped for the strand sheet from Tools/generate_character_textures.py. 321 verts / 404 tris. - Tools/ue_character_hair_import.py imports it as its own skeletal mesh, which is the point: joined into the body, Unreal collapses the second material slot and the hair renders with the skin material. - The pawn carries it as a second USkeletalMeshComponent on SetLeaderPoseComponent, so it follows the head bone with no second rig and hides with the body in first person. Still wrong and recorded: the cards point outward, so the silhouette reads as a spiked crown rather than a short cut. The next pass orients them tangentially along the skull with a second overlapping row. Tools/ue_character_materials.py also segfaults in the headless commandlet when editing a material graph, so the generated textures are not wired yet and the hair keeps its Blender base colour.
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.