Initial setup is complete: setup.md opens with a per-section status table and drops the stale blockers, toolchain.md records that every pin has been exercised on real work (engine compile + package, Blender/MPFB/Blosm assets, PROJ origin), and MPFB's load-and-export check moves from pending to verified. Records the one unexercised path — a fresh checkout — as a v0.1.0 release check.
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MEMORY.md
Shared working memory between sessions and collaborators. Short, dated entries with evidence: the command, the log line, or the file path.
Scope: facts and traps that cost time to establish. Planned work lives in ROADMAP.md; formal setup, pins, and licensing live in Docs/.
2026-11-07 — Unreal Engine 5.8.4
- Extracted to
/run/media/system/DATA/Engines/UE_5.8.4(73 GiB,unzipexit 0). CL58902052,++UE5+Release-5.8. - Gotcha: the editor needs a writable
~/.config/Epic. In the agent shell it crashed with signal 11 twice and looked like a broken install. The log named it:create dir('/home/zwitschi/.config/Epic/') failed: errno=30 (Read-only file system)→Fatal error: Failed to create Intermediate directory '…/.config/Epic/UnrealEngine/5.8/Intermediate/'. Rerunning withHOME=/tmp/uehome XDG_CONFIG_HOME=/tmp/uehome/.configreachedLogInit: Display: Engine is initialized. - Vulkan RHI is still unproven. The successful run used
-NullRHI. Untested:UnrealEditor -vulkanfrom a desktop terminal. - A packaged game does not need
~/.config/Epic, so this failure does not follow the build.
2026-11-07 — Agent shell limits
- The agent shell has a read-only home and read-only
/run:sudois blocked (no new privileges),flatpak runandpodmancannot create instances,/dev/nvidia*is absent sonvidia-smialways fails there. None of this is a broken machine; verify GPU things from a normal terminal. - Anything outside the session workspace (
/run/media/system/DATA/Engines,/tmp) needs the wider sandbox with an approval prompt.
2026-11-07 — Reference photography
- Licensing is not a gate for local development. Reference images live in the gitignored
Art/reference/and are never committed. What each set establishes is written intoDocs/reference-notes-hollywood.md. - Commons text search runs dry; categories do not.
Tools/commons_fetch.py --category "Category:Hollywood Masonic Temple"surfaced 15 files a search never showed, including 4–5k px façades. upload.wikimedia.orgthrottles hard. Batches of six or fewer with--delay 3; a throttled file is skipped and recorded rather than killing the run (HTTP 429).- Unqualified queries return junk.
Hollywood Boulevard shopsreturned a Münster street,Hollywood Masonic Temple entrancea Seattle card index. Check the hit list before accepting a set. - OpenRouter web search is expensive. One
gpt-5.2+openrouter:web_searchcall ran 17 searches and cost $0.38; two of its eight URLs were Commons files already held. Use it for a known gap, not a sweep.Tools/page_image_fetch.pyturns results into files by readingog:image. - The inherited "eight stone steps, 12 m wide" is wrong. Photographs show three portals, each with its own short flight. Do not copy that number into geometry.
2026-11-06 — Blender and Blosm, headless
flatpak rundoes not work here. Call the binary inside the app tree:B=/var/lib/flatpak/app/org.blender.Blender/x86_64/stable/active/files, thenLD_LIBRARY_PATH="$B/blender/lib" "$B/blender/blender" -b …withBLENDER_USER_SCRIPTS="$HOME/.var/app/org.blender.Blender/config/blender/5.2/scripts".- Blosm needs two headless workarounds, both already in
Tools/blosm_blockout.py:- it refuses to import until an asset directory is set, and the check fires before the mode is honoured;
- in background mode the default level table is empty, and the add-on then takes a path with a broken relative import (
from gui import addDefaultLevels). Seeding one entry avoids it.
- Blosm projects on a sphere, not an ellipsoid. Its frame is about 0.4 % oversized and rotated by meridian convergence — roughly 2 m at the theatre. Fixed with a six-parameter affine into EPSG:26911 (0.0 cm residual).
- Transform roots only. 256 of 275 objects are children; transforming both parent and child applies the correction twice and reads as a 2 m placement error.
- Blosm quietly fetches from Overpass for relation members missing from the extract.
loadMissingMembersis off by default in the tool so imports stay offline and reproducible.
2026-11-06 — Geo data traps
- The 3DEP export is a tiled TIFF, not strips. A strip reader silently scrambles rows and produces fake 0 m / 127 m bands.
Geo/scripts/dem_stats.pyhandles tiles. - Sample walk routes through PROJ. Placing samples with the OSM spherical approximation put them metres off the UTM meshes and reported 91 phantom holes.
/tmpis not shared between tool calls here either — regenerate instead of saving intermediate files there. - 3DEP cannot resolve kerbs. Sharpest break near the kerb line is 0.09–0.12 m/m, a gutter transition, not a 0.15 m upstand. Kerb height stays a stated assumption.
- Building interiors are not ground. Points inside the hero footprint returned 114.5–117.1 m — structure, not terrain. Excluded from the relief figure.
- Two measurements independently agree on the carriageway: crossing length 20.9 m and gutter spacing −10 / +10…12 m.
2026-11-06 — Repository traps
- Without
git lfs installthe lfs filter is inactive andgit adddoes not warn — it stores the file as a plain blob.Tools/check-lfs.shis the guard. - Never commit reference images or
.env..gitignorecovers/Art/reference/,.env,*.env. When images slipped in early, history was rewritten to remove them. - The project origin is Hollywood × Highland:
E 376 515.389 / N 3 774 224.083in EPSG:26911. Blender X east, Y north, Z up, metres, Z measured from the origin ground (NAVD88 115.911 m). The whole block sits at negative X.
2026-11-07 — Unreal pipeline findings
- UE 5.8 game targets must use
BuildSettingsVersion.V7to share the installed editor's build environment; V5 is rejected with "modifies the values of properties … not allowed". UnrealEditor-Cmd -run=pythonscriptswallows Pythonprint()with-stdoutin 5.8 — write results to a file instead (seeTools/ue_scale_test_import.py).unreal.Boxhasmin/max, notorigin/get_extent()in 5.8 Python; compute centre/size from the corners.- FBX Blender→UE axis mapping is east→+X, north→−Y, up→+Z with preset
ue_metric_v1; the Y mirror is inherent (RH→LH). Compass math in game code: north = −Y. Verified with the three-cube scale test. - Headless asset import works fine with
-nullrhi;unreal.AssetImportTask+FbxImportUIis the pattern (Interchange pipeline under the hood). - Flatpak Blender headless needs
XDG_CONFIG_HOME=$HOME/.var/app/org.blender.Blender/configfor extensions:bpy.utils.user_resource('EXTENSIONS')otherwise resolves to~/.config/blender/5.2/extensions(empty) andbl_ext.blender_org.mpfbis undiscoverable. Blosm unaffected (scripts/addons viaBLENDER_USER_SCRIPTS). Found viaTools/addon_compat_probe.py; documented inArt/blender/README.md. - UE 5.8 Interchange skips material/texture assets for skeletal FBX imports (static imports do get materials). Finish the chain in Python: import texture, build Material via
MaterialEditingLibrary, assign withsm.set_editor_property('materials', [SkeletalMaterial])— the struct field ismaterial_interface, notmaterial, andSkeletalMesh.set_material()does not exist. SeeTools/ue_character_import.py. - Blender 5.2 FBX exporter removed
armature_nla(passes for 4.x recipes fail). Also: a baked image is only referenced by the FBX exporter whenimage.filepath(not justfilepath_raw) is set and the exporter can map the node — MPFB's v2 skin node-group tree can't be mapped, so a flat export material is required.
2026-11-07 — Collaboration and scope
- Two sessions edit this repo at once. The other session created the Unreal project and the blank package while this one was documenting. Check
git logandgit statusbefore committing, and nevergit add -Ablindly: it once swept generatedGame/GigLine/Build/**logs into a commit. Stages the source files deliberately. Build/under a project is generated, not source —FileOpenOrder/*.logand packaging output..gitignorenow covers it alongsideBinaries/,Intermediate/,Saved/,DerivedDataCache/.- Scope boundary for
0.1.0: do not tagv0.1.0without an explicit go-ahead from the owner. It is a minor release and carries the walking/driving demo promise; the board's release checks decide when it is ready, not the pace of work.