The character now stands naturally: arms at its sides with a soft elbow bend, hands at the hips, feet flat. Both character shots confirm it, front and back. The root cause was not the pose. The FBX importer had been silently refusing to replace the existing assets: after changing the arm base from 1.55 rad to 0.55 rad and rebuilding, the imported clip returned the IDENTICAL bone quaternion (+0.006, +0.002, -0.179, -0.984). replace_existing=True was set and delete_asset returned False even after chmod u+w, because the pawn's constructor hard-references the clips. Importing under a new name (CharacterV2) created fresh assets and the same probe then returned (+0.439, +0.898) — the rotation had landed. Every earlier attempt had been invisible for this reason. The rotation itself is measured, not inherited: sweeping it in Blender gives 0.55 rad for arms down and clear of the body, 0.65 for straight down against the hip, 0.75 for past vertical and into the torso. It lives in the clamp keys, not in the bind: every bind experiment was impossible on this shape-keyed MPFB mesh or left Unreal showing the old bind. Remaining, for 0.2.2: the fingers splay from the bind, and the walk clip has still not been captured in motion.
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.