Files
gig-line/Docs/build.md
T
zwitschi 1c6b956435 bootstrap: finish project bootstrap — scale test, MPFB character, build docs
- Static-mesh scale test passes: 1 m = 100.00 cm, origin preserved, axis
  mapping east→+X / north→−Y / up→+Z (named presets ue_metric_v1 both sides).
- MPFB 2.0.18 acceptance passes: generated human + standard 137-bone rig
  with weights + v2 skin baked to 1024² diffuse; imports as SkeletalMesh
  with Skeleton, Material, and Texture2D in /Game/Test/Character.
- MPFB headless requires XDG_CONFIG_HOME at the Flatpak config tree;
  documented in Art/blender/README.md, probe in Tools/addon_compat_probe.py.
- Docs/build.md completed: fresh-checkout build, packaging, headless checks.
- Docs/setup.md reconciled with reality; ROADMAP/bootstrap closed out.
2026-11-07 09:29:11 +01:00

3.7 KiB

Build

Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was installed and a blank Game/GigLine build was packaged and launch-tested.

Constraints

  • Engine installation is external to the repository. Record its path and exact version in toolchain.md.
  • Build output (Binaries/, Intermediate/, Saved/, DerivedDataCache/) is never committed.
  • Large content is LFS-tracked, so a fresh clone needs git lfs install && git lfs pull before any build.

Engine

Pinned install: Unreal Engine 5.8.4 (CL 58902052, promoted build) at /run/media/system/DATA/Engines/UE_5.8.4. The engine bundles no Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use BuildSettingsVersion.V7 to share the installed editor's build environment.

Fresh-checkout build

git clone <remote> gig-line && cd gig-line
git lfs install && git lfs pull
Tools/check-lfs.sh                 # must pass before any content build

# Compile the project's editor target (first build also proves the toolchain)
cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/Linux/Build.sh GigLineEditor Linux Development \
  -project="$PWD/../../Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
  -WaitMutex
# Expected tail: "Result: Succeeded"; module binary lands in
# Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so

# Open in the editor (GUI, Vulkan)
./Engine/Binaries/Linux/UnrealEditor \
  /run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject

Adapt the -project= path to the actual checkout location.

Package a Linux build

cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
  -project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
  -noP4 -platform=Linux -clientconfig=Development \
  -cook -allmaps -build -stage -pak \
  -archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \
  -unattended
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB)
# Launch test: /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh

The archive directory is deliberately outside the repository; never archive into the checkout.

Headless content checks

Both content-acceptance tests run headless and are the template for all asset import verification:

# Static-mesh scale test (Blender export -> Unreal import -> measure)
#   Blender: Tools/scale_test_export.py, Unreal: Tools/ue_scale_test_import.py
# MPFB character (generate -> rig -> bake -> export -> skeletal import)
#   Blender: Tools/mpfb_character_export.py, Unreal: Tools/ue_character_import.py

# Unreal side of any test:
./Engine/Binaries/Linux/UnrealEditor-Cmd \
  /run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject \
  -run=pythonscript -script=<repo>/Tools/<script>.py -nullrhi -unattended -nopause -stdout
# Note: 5.8 swallows Python print() in the commandlet; scripts write result files to /tmp.

Known engine quirks (2026-11-07)

  • One handled PSOPrecache ensure fires at packaged-build exit only; not blocking.
  • Interchange 5.8 does not create material/texture assets for skeletal FBX imports — Tools/ue_character_import.py finishes that chain explicitly.
  • Android Turnkey status errors and datarouter DNS warnings in logs are benign.

Packaged Linux build

  • 2026-11-07: blank Game/GigLine Development build packaged via the command above; 1.1 GiB archive at /run/media/system/DATA/Builds/GigLine/Linux; GigLine.sh launched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (0.1.0 Gameplay section).