Investigated the count difference from the e2e run and it is the opposite of a regression. The rebuilt map holds 409 actors: 72 site meshes, 310 facade-kit pieces (the kit tool reports 'placed 310 kit pieces'), six frontage buildings, lights, cameras and the player start. The previous 600 carried the duplicated staging that the prefix-only clear used to leave behind; ue_audit_scene.py on the new map reports 0 failures and no duplicate actor labels. Captures were re-rendered against this map.
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.