Kit layout, found while starting the retail pass: - Bays were round(width / 4.96), so 6922 (65.8 m wide) got 13 bays - a window every 4.96 m across a 37 m block. Capped at MAX_BAYS = 9, widening the module instead. - Storeys were assumed exactly 310 cm apart, leaving ~1.6 m of bare wall under the cornice on a tall building. The spread is now derived from the available height (usable / storeys), so the top band lands inside the volume. Result: 6922 9x11 (was 13x11), theatre 8x6, 6806 7x3, 6800 4x3, TCL 9x5. Retail references: fetched Art/reference/retail-neighbours/01-lee-drug-and-neighbor.jpg (Gb321, CC BY-SA 4.0) - 6800 and its neighbour at street level, confirmed to show shopfronts and parapets. Commons has nothing for 6822 or 6806-6820, so those two remain blocked on reference photography; recorded in TODO. Re-applied the kit, repackaged, screenshots re-rendered and verified 4/4, packaged QA all 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.