The three behaviours listed as "needs a human at the keyboard" are now verifiable headlessly with -qaselftest (core ticker, so pausing the game does not freeze the test that proves pause works): walk 761 cm in 2 s, Z steady 456 PASS reset 0 cm from spawn PASS pause IsGamePaused() = 1 PASS unpause IsGamePaused() = 0 PASS Writing the test found a real bug: ResetToStart() teleported to a StartLocation captured in BeginPlay, which is the mid-air PlayerStart (Z 600) rather than the ground (Z 456), so every reset dropped the player 1.4 m back into the air. StartLocation is now captured on the first grounded frame.
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.