zwitschi 3e4dbd1014 fix(camera): activate the spring arm with the third-person rig
Real defect, found by reading the code rather than by the harness: the spring arm was
created with SetAutoActivate(false), and ToggleCamera only activated the camera. A
deactivated spring arm does not tick, and its collision probe runs in that tick, so the
boom could never shorten no matter what stood behind the pawn. ToggleCamera and BeginPlay
now activate the arm alongside the camera.

The harness that was meant to prove the behaviour is still not working, and that is
recorded rather than glossed: -cameratest spawns a wall behind the pawn, but neither a
spawned static-mesh actor nor a runtime blocking volume blocks a trace (both report
blocks trace=0), so every 'arm 340 of 340' line so far was measured with no wall present
and is not evidence either way.
2026-11-09 14:37:03 +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.

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