Files
gig-line/Game
zwitschi 579ae2ba41 test(placement): the character is grounded to within 2 cm, measured three ways
Ran the 158 cm attempt again, with a staging log this time, and it fails the same way: with the
slab at a 158 cm top the player falls to Z -4412 and never hits anything, while the identical
actor collides at 380. Setting the start above the slab put the player on Road_Hollywood at 366 -
so the game's ground here really is road 366 / sidewalk bbox 380, and the Blender-measured 1.58 m
does not describe the shipped map; the blend predates the terrain. The 158 hypothesis was wrong and
is retracted in TODO.md.

Geometry is now measured end to end:

  top surface under player: Z=380 mesh=Cube (actor Z 470)
  body: mesh bottom 382, capsule bottom 382, body above capsule 0 cm

The body's lowest vertex and the capsule bottom agree within 0 cm, sitting 2 cm above the collision
surface. If the captures still read as floating, the cause is the visible sidewalk mesh sitting
lower than its bounding box at that XY - and that value is not reachable from Python, so it needs
a measurement in the mesh itself.
2026-11-09 18:02:08 +01:00
..

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 checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.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.