- Static-mesh scale test passes: 1 m = 100.00 cm, origin preserved, axis mapping east→+X / north→−Y / up→+Z (named presets ue_metric_v1 both sides). - MPFB 2.0.18 acceptance passes: generated human + standard 137-bone rig with weights + v2 skin baked to 1024² diffuse; imports as SkeletalMesh with Skeleton, Material, and Texture2D in /Game/Test/Character. - MPFB headless requires XDG_CONFIG_HOME at the Flatpak config tree; documented in Art/blender/README.md, probe in Tools/addon_compat_probe.py. - Docs/build.md completed: fresh-checkout build, packaging, headless checks. - Docs/setup.md reconciled with reality; ROADMAP/bootstrap closed out.
3.7 KiB
3.7 KiB
Build
Fresh-checkout build procedure. Completed 2026-11-07 after the pinned engine was installed and a blank Game/GigLine build was packaged and launch-tested.
Constraints
- Engine installation is external to the repository. Record its path and exact version in toolchain.md.
- Build output (
Binaries/,Intermediate/,Saved/,DerivedDataCache/) is never committed. - Large content is LFS-tracked, so a fresh clone needs
git lfs install && git lfs pullbefore any build.
Engine
Pinned install: Unreal Engine 5.8.4 (CL 58902052, promoted build) at
/run/media/system/DATA/Engines/UE_5.8.4. The engine bundles no Linux clang; the system clang (23.1.4, Fedora 45) is the game-code toolchain. Game targets must use BuildSettingsVersion.V7 to share the installed editor's build environment.
Fresh-checkout build
git clone <remote> gig-line && cd gig-line
git lfs install && git lfs pull
Tools/check-lfs.sh # must pass before any content build
# Compile the project's editor target (first build also proves the toolchain)
cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/Linux/Build.sh GigLineEditor Linux Development \
-project="$PWD/../../Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
-WaitMutex
# Expected tail: "Result: Succeeded"; module binary lands in
# Game/GigLine/Binaries/Linux/libUnrealEditor-GigLine.so
# Open in the editor (GUI, Vulkan)
./Engine/Binaries/Linux/UnrealEditor \
/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject
Adapt the -project= path to the actual checkout location.
Package a Linux build
cd /run/media/system/DATA/Engines/UE_5.8.4
Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project="/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject" \
-noP4 -platform=Linux -clientconfig=Development \
-cook -allmaps -build -stage -pak \
-archive -archivedirectory="/run/media/system/DATA/Builds/GigLine" \
-unattended
# Expected: "BUILD SUCCESSFUL" (~1 min for the blank project; archive ~1.1 GiB)
# Launch test: /run/media/system/DATA/Builds/GigLine/Linux/GigLine.sh
The archive directory is deliberately outside the repository; never archive into the checkout.
Headless content checks
Both content-acceptance tests run headless and are the template for all asset import verification:
# Static-mesh scale test (Blender export -> Unreal import -> measure)
# Blender: Tools/scale_test_export.py, Unreal: Tools/ue_scale_test_import.py
# MPFB character (generate -> rig -> bake -> export -> skeletal import)
# Blender: Tools/mpfb_character_export.py, Unreal: Tools/ue_character_import.py
# Unreal side of any test:
./Engine/Binaries/Linux/UnrealEditor-Cmd \
/run/media/system/DATA/Documents/06-games/gig-line/Game/GigLine/GigLine.uproject \
-run=pythonscript -script=<repo>/Tools/<script>.py -nullrhi -unattended -nopause -stdout
# Note: 5.8 swallows Python print() in the commandlet; scripts write result files to /tmp.
Known engine quirks (2026-11-07)
- One handled
PSOPrecacheensure fires at packaged-build exit only; not blocking. - Interchange 5.8 does not create material/texture assets for skeletal FBX imports —
Tools/ue_character_import.pyfinishes that chain explicitly. - Android Turnkey status errors and datarouter DNS warnings in logs are benign.
Packaged Linux build
- 2026-11-07: blank
Game/GigLineDevelopment build packaged via the command above; 1.1 GiB archive at/run/media/system/DATA/Builds/GigLine/Linux;GigLine.shlaunched on the desktop session, Vulkan swapchain created, 759 frames rendered across a 60 s smoke test. Controls document to be written with the first playable (0.1.0Gameplay section).