Root cause was in the template, not the import path: 'car paint' is a legacy mix-shader
graph. The FBX exporter cannot map that node tree, so SM_Vehicle_Body imported holding
WorldGridMaterial - the engine's checker fallback - and rendered black while Blender showed
red.
Two changes:
- Tools/vehicle_from_template.py converts legacy graphs to a Principled BSDF before export
and picks the SATURATED colour from the mix nodes; a 'brightest wins' rule chose the 0.8
grey diffuse beside the 0.49 red and produced a grey car.
- Tools/ue_vehicle_materials.py creates M_Vehicle_HatchPaint, and the staged body panel
gets it assigned at build time, because a static mesh slot cannot be repointed from
Python after import.
Judge on the new capture: verdict=yes confidence=0.9 - 'a red hatch car with a red body and
dark wheels parked on a road'. The comparison table in Screenshots/README.md now shows both
columns agreeing on colour.
Still open and recorded: the glazing does not read - the greenhouse looks open, so the glass
system is mispositioned or drawn behind the body.
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.