Tools/hero_facade_build.py builds the north elevation parametrically and writes a JSON report naming the evidence behind every part: the 25.75 m frontage and 14.5 m height are measured, the 4.96 m column bay comes from the sibling notes and matches that frontage, the three portal flights follow the photographs (five risers, overturning the inherited eight-step, 12 m wide claim), and the rest is labelled assumption. Tools/ue_hero_facade_import.py imports it with the ue_metric_v1 preset (2604 x 1257 x 1450 cm, 1892 tris, 4 materials) and places it on the measured building line of /Game/Hollywood/DemoMap. Two new review shots at review-04 and review-05, both pending approval. Camera placement cost four renders: the first two sat inside the facade body, and the frontage faces Unreal -Y, so a camera has to stand at Y < -1450 cm, not north of the building line in project terms.
Screenshots — visual review
Rendered in-game captures of the current project content, generated by
Tools/render_screenshots.sh. The PNGs in
this folder are never committed (.gitignore excludes everything here
except this README) — they exist on disk so a human can review the game's
appearance after every change that could affect it. The ![...] embeds below
resolve locally next to this file.
How to regenerate
Tools/render_screenshots.sh
This rebuilds Game/GigLine/Content/Test/ReviewMap.umap from the current
content (floor, key light, sky, MPFB character, the three 1 m scale cubes),
runs the game on it in -game mode, lets AGigLineShotActor walk its fixed
camera list and capture, and copies the PNGs here. Takes about a minute.
Each screenshot is embedded below with its description and approval state. After reviewing, tick the approval checkbox so agents know whether the look is accepted or needs work.
review-00-overview.png — generated 2026-11-07, approval: ☐ pending
Wide shot from the south-west, elevated. The review scene as a whole: character at origin, three 1 m calibration cubes in a row at 4 m north, gray floor, one key light plus fill sky.
review-01-character.png — generated 2026-11-07, approval: ☐ pending
Medium shot, eye height, from the south. The MPFB-generated character with its baked skin material and A-pose bind.
review-02-scale-cubes.png — generated 2026-11-07, approval: ☐ pending
Close three-quarter view of the cube row. Each cube is exactly 1 m — use it to judge scale against the character.
review-03-first-person.png — generated 2026-11-07, approval: ☐ pending
New shot for the first-person player work. Camera is at 165 cm — the player's eye height — looking from behind and slightly south-east of the spawn point. It shows where the player lands (the character stands at origin, which is also the default spawn) and how the capsule/camera relate to the 1 m cubes.
What changed in the game since the last review: the project now has a
first-person AGigLineCharacter (1.75 m capsule, 1.60 m eye camera, 4 m/s
walk, Enhanced Input with WASD + mouse look + jump) wired as the default pawn
by AGigLineGameModeBase. Nothing visible from these cameras should differ:
the review map spawns its own pawn-free staging, so this shot is the reference
for the new pawn's position and eye height, not of the pawn itself.
Not shown, needs a human check: walking, mouse look and jump can only be
judged interactively. Launch the editor, press Play on Test/ReviewMap, and
confirm W/A/S/D move in the expected directions, the mouse looks around with no
acceleration, and Space jumps once per press.
review-04-hero-facade-front.png — generated 2026-11-07, approval: ☐ pending
New: the hero façade blockout for 6840 Hollywood Blvd — six columns at 4.96 m centres across the measured 25.75 m frontage, entablature 2.2 m, parapet 1.6 m, plinth and three portal flights. Straight on from the north sidewalk, looking south.
What it establishes: frontage width, column rhythm and the vertical stack (plinth → colonnade → entablature → parapet) all read as the photographs do in silhouette.
What it does not have yet: the banners, windows, portal recesses and motto band are modelled but sit behind the colonnade, so from this distance the elevation reads as a plain white mass. The materials are flat colours from Blender, not look-developed. Do not judge surfaces here — that is the materials pass.
review-05-hero-facade-oblique.png — generated 2026-11-07, approval: ☐ pending
Oblique from the north-west. Shows the building's depth (12 m modelled body), the column line standing proud of the mass, and the scale relative to the review floor and character far to the left.
Known issue, recorded rather than hidden: the façade stands on the review floor at Z 0 but is 25 m away from the original review scene, so it appears to float over the horizon band. That is the review scene's limitation, not the asset's; the real map will have the terrain under it.
What to look for
- Character: proportions, bind pose, skin material readability.
- Scale cubes: each is exactly 1 m — use them to sanity-check anything whose size looks off.
- Lighting: one warm key light and fill sky; this is the temporary review
rig, not the
0.1.0daytime look.
Known cosmetic issues in the review scene
- The gray floor material renders with a speckled pattern instead of flat
gray — suspect the
Constant3Vectorwiring inTools/ue_build_review_map.py. Cosmetic only; the floor exists so shadows and scale read correctly. - The horizon shows a black band below the sky atmosphere (no distant ground plane). Expected in the empty review scene.
Conventions
review-NN-name.pngnames are produced byAGigLineShotActor(Game/GigLine/Source/GigLine/GigLineShotActor.h); the camera list lives inTools/ue_build_review_map.py.- Add or adjust shots there when new content needs review, then update this README's table in the same change.
- Agents: see the Visual review section in
AGENTS.md.





