- Expand the transect to 1456 samples across 16 rows including the kerb/road/ sidewalk seam Ys (-1382/-1053/+718/+1047 and neighbours), X -20000..-2000. Result: 0 holes, walk/reset/pause all PASS. - Add a wall probe: find ground under each start, then trace 30 m horizontally 160 cm above it. A fixed Z 160 probe started inside the earth (street is at Z ~366) and reported every row as a dist-0 blocker; grounding the probe fixed it. Result: 0/35 blocking hits inside 21 m -> no invisible walls. - GigLineShotActor: skip screenshot rounds under -qaselftest, else it quits the game (bQuitWhenDone) before the transect phase runs.
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.