Screenshots — visual review
Rendered in-game captures of the current project content, generated by
Tools/render_screenshots.sh. The PNGs are committed alongside
this README so a reviewer sees exactly what the build rendered.
How to regenerate
Tools/render_screenshots.sh
The script rebuilds Game/GigLine/Content/Test/ReviewMap.umap from the current content, runs the
game on it, lets AGigLineShotActor walk the fixed camera list, captures each shot, copies the
PNGs here and exits. About a minute. The camera list lives in Tools/ue_build_review_map.py;
add new shots there and delete retired ones from this folder.
Scene conventions
- Floor: 160 m square, 10 cm thick, top face exactly at Z 0. Anything standing on it has bounds starting at Z 0; the character measures Z 0..83 cm.
- Cubes:
Cube_ScaleTest_Afloats at Z 2 m,Cube_ScaleTest_Brests on the floor. Both are exactly 1 m, so they double as the scale reference. - Lighting: one warm directional key light plus a sky fill. This is the review rig, not the
0.1.0daytime look. - Known limitation: outside the floor there is no geometry, so the horizon is a black band.
Shots
review-00-overview.png — Wide scene overview, approval: ☐ pending
Character and both cubes on the 160 m floor, camera 7 m up looking north-east. Reads the whole review layout at once.
review-01-character.png — MPFB mannequin, mid shot, approval: ☐ pending
The imported MPFB character at eye height from the south. Check the feet meet the plane: the contact shadow joins the soles.
review-02-scale-cubes.png — Scale cubes, approval: ☐ pending
Both 1 m cubes from the south: the left one floats at 2 m, the right one rests on the floor. Compares cast shadow against contact shadow.
review-03-player-placement.png — Player pawn placement, approval: ☐ pending
The pawn the game actually spawns (AGigLineCharacter) at the spawn point, with the floating cube behind. Confirms capsule height and where the player lands.
review-04-ground-contact.png — Ground contact detail, approval: ☐ pending
Low camera, knee height, close on the mannequin's feet. A floating or sinking character is obvious here without measuring.
review-04-hero-facade-front.png — review-04-hero-facade-front, approval: ☐ pending
review-05-hero-facade-oblique.png — review-05-hero-facade-oblique, approval: ☐ pending
review-05-shadow-compare.png — Shadow comparison, approval: ☐ pending
Low angle, both cubes side by side with the character between them. The detached shadow of the floating cube against the grounded one.
review-06-hero-portals.png — Hero façade, whole elevation, approval: ☐ pending
Straight-on from eye height 25 m out. Six columns, plinth, entablature, parapet; the three portals sit behind the colonnade at this distance.
review-07-hero-facade-front.png — Hero façade, north sidewalk, approval: ☐ pending
Closer straight-on view from the road side of the building line.
review-08-hero-facade-oblique.png — Hero façade, oblique, approval: ☐ pending
From the north-west, showing the 12 m body and the column line standing proud of the mass.
What to look for
- Ground contact: feet meet the plane with no gap and no shadow seam.
- Scale: everything checks against the 1 m cubes.
- Façade proportions: six columns at 4.96 m centres across 25.75 m; check the rhythm reads as the photographs do in silhouette.
Known cosmetic issues
- The floor renders with a faint speckle from the
Constant3Vectorwiring inTools/ue_build_review_map.py. Cosmetic only. - The hero façade still has flat Blender colours; surfaces are a later materials pass.










