Files
gig-line/Game
zwitschi f0809d6c0f qa(collision): seam+wall audit in qaselftest; keep shot actor out of QA mode
- 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.
2026-11-08 14:53:14 +01:00
..

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 checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.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.