Regenerated the street blend from OSM and the DEM (the code was already correct: 279.6 m centreline, saved clean) and sampled both surfaces at the player's X in metres: Road_Hollywood y -9.0..-9.1, z 0.87..0.94 Sidewalk_North y +11.9..+12.0, z 1.51..1.59 The road is the south band at about 0.9 m and the north sidewalk is about 1.55 m - exactly a kerb above it, which is what the generator is supposed to produce. The source is correct. In the engine, at the player's Y (the north sidewalk band) the trace reports Road_Hollywood at 366 cm: the road is neither in that Y band nor at that height in the source. So the mismatch is introduced between Blender and Unreal - the FBX Y mirror documented in export_site_fbx.py, or the importer's transform - not by the geometry or the placement code. No screenshot signoff is requested: nothing visual has changed, and approving these captures would mean approving that defect.
Art
Editable sources and original textures. Exported, game-ready output goes to Game/Content/.
Layout (as content arrives)
| Path | Contents |
|---|---|
Art/blender/ |
.blend sources, one file per building or asset family |
Art/textures/ |
Original texture sources before baking or compression |
Art/reference/ |
Reference photography, local only, gitignored — never committed. Fetch with Tools/commons_fetch.py; what it is evidence for goes in Docs/reference-notes-hollywood.md |
Rules
- Every
.blendsaves with a real-world metric scene scale. No exceptions; scale drift is the main source of import defects. - Named export presets only. Record the preset name and its settings next to the asset that used it.
- Textures enter as a documented source (author, licence, source URL) and are listed in ../THIRD_PARTY_NOTICES.md.
- Reference photography is never committed and never shipped. It is evidence, not content. Licensing is not a gate for local private development, but anything that would derive from a reference in a shipped asset needs a licensing decision before release.
.blendfiles are LFS-tracked and lockable; pull before editing.