The skin was never grey. A red test colour reached the render and the slot was confirmed holding M_Character_Skin, so the material and the assignment were both fine - the body was simply standing in building shadow and lit almost entirely by the blue skylight (intensity 2.6). Warm skin under blue fill reads blue-grey. Raising the sun from pitch -62 to -74, same camera: face (99, 98, 100) -> (131, 121, 117) arms (67, 74, 81) -> (71, 78, 85) This touches every approved shot, so it sits on the branch for the owner's approval rather than being folded in. Also records that the Unreal commandlet silently drops unknown switches, which is why a --unlit-test flag never took effect.
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.