Every .blend under Art/ was read-only from the checkout, and a Blender save then fails with 'Cannot save blend file ... is not writable'. In Tools/hero_facade_build.py the save runs BEFORE the FBX export, so the old FBX was silently reused and a build could look successful while changing nothing. All 20 .blend and .blend1 files are now writable and 'find Art -name *.blend ! -perm -u+w' returns nothing. Re-rendered the full capture set afterwards. The pixels are unchanged, which is the expected result and worth writing down: render_screenshots.sh renders the IMPORTED Unreal assets, so a Blender change needs build -> import -> render. Chmod alone cannot change an image. Also commits the asset state today's imports and the collision-hull clearing produced (67 site meshes, 8 textures, 6 theatre meshes, the demo map), after verifying the walkable demo is unaffected: the player still stands on Sidewalk_North_07 at 158 cm with feet at 161.
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.