The stride shot regressed twice for two different reasons, and only the second was the clip. The walk cycle was authored on a sine, which is zero at both the start and the middle of the cycle - exactly the two frames where the legs pass together - so a deterministic capture at any phase near those frames read as a still. The probe proved it: frames 0 and 15 carried identical hip rotations while 7 and 22 were the stride. The cycle now starts at maximum stride (cosine). Length, amplitudes, keys and loop are unchanged; only the phase moved. demo-third-person-walk is back as shot 8 and shows a genuine stride with the curled hands from 0.2.1. 8/8 shots verify.
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.