A top-left readout for performance work: smoothed FPS and frame time, the worst frame in a rolling two-second window, the active view, player speed, a frame counter and the player's position in metres from the project origin. - F3 toggles it, through the console variable gigline.Debug so a packaged build can be checked without a rebuild (IA_ToggleDebug). - On automatically for -perf and -qaselftest, so a performance capture never depends on pressing a key first; off in the built demo, because a player should not see an FPS counter over Hollywood Boulevard. - The first two seconds are a warm-up window excluded from the worst-frame figure. Without it the readout showed "worst 400 ms" for a healthy run: the startup shader and streaming hitches dominated the rolling maximum. Measured cost on the self-test route at 1440p: 2.64 to 2.77 ms average, about 5 %, still 6x the floor. The release-check number stays the overlay-off run; the overlay-on series is committed beside it as Docs/perf/0.2.0-walk-frametimes-overlay.csv. Docs: controls (F3 row, overlay section, switch table), release checks (cost row), architecture building block view (HUD and input list).
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.