Per the qa-review skill: explicit verdict, measured budgets, the screenshots that carry the claim, defects by severity and what remains unverified. Verdict SHIP WITH NOTES - geometry/placement/budgets verified by measurement, the visual half explicitly pending human review (the vision pre-check is unreliable on this content and was not used as evidence). Also fixes the last QA finding: kit pieces kept the grey M_Kit_* material the FBX import creates, so glazing was not glass and shopfronts were not stone. Assembly now assigns M_FacadeGlass to glazing, M_FacadeStone to surrounds, M_FacadeStoneShadow to doors and M_FacadeBanner to fascias (6/6 materials resolved), and the importer deletes the unused M_Kit_* materials (Kit folder now exactly 16 SM_ meshes). Packaged QA re-verified after the change: walk, transect 0 holes, wall probe 0/35, facade probe 0/9, RESULT PASS.
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.