Three changes close the float: - The sun went from pitch -74 to -82, so shadows fall under the objects instead of a metre away. That is what made grounded objects read as hovering, and the judge reacted to it in every run. - The car is parked on the same sidewalk surface the player stands on (158 cm at this X) rather than on the carriageway, which the shipped site geometry places ~2 m ABOVE its own pavement - a data defect still open, but no longer visible in the review shots. - The player already stands on the sidewalk since Y was moved to -1450. The wheel and feet captures show the contact: feet and tyres on the pavement with their shadows at the contact point. judge_screenshot still returns 'floating' for all three, which is advisory only - AGENTS.md is explicit that it never replaces the human verdict - so it is recorded in the status table as a disagreement rather than iterated against any further. All 23 captures are regenerated and awaiting approval.
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.