The motto band and moulded surround had the same burial as the medallions: offset 0.06 left their front face at Y -0.44, inside the 1.2 m-deep parapet, so the 'inset panel with a moulded surround' never rendered. Only the inscription (moved to 0.40 in the previous commit) read. - Band recessed at offset 0.34 (Y -0.16), surround proud at 0.43 (Y -0.07), inscription stays 0.40 (Y -0.10). - Band is now light stone (was stone_dark): a dark band at the parapet face would have sat directly behind the dark inscription marks and swallowed them. The reference is dark incised lettering on a pale band. - Removed the dead duplicate 'Hero_MottoBand 0.40' entry - the earlier 0.06 match won, so the 0.40 was silently ignored. Rendered and judged; the advisory judge no longer flags the band.
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.