QGIS stable is 4.2.3 on the current KDE runtime; the stale 3.28.9 lts install stays flagged for removal. PROJ 9.9.0 from that flatpak turns the recorded origin into E 376515.389 / N 3774224.083 (NAD83 UTM 11N), with six control points whose projected spans reproduce the OSM footprint measurements. Engine decision recorded: 5.8.4 is downloading, 5.2.0 stays only as a fallback.
7.1 KiB
Setup
Ordered procedure for bringing the workstation and the project to a buildable state. Status markers follow ROADMAP.md:
[x]done and verified[-]started, not finished[ ]not started
Anything marked human step needs credentials, licence acceptance, or a decision that cannot be automated. Never store Epic credentials, tokens, or licence keys in the repository.
1. System
[x]Update Bazzite with its supported mechanism.ujust update(orrpm-ostree upgrade) followed by a reboot. Deployment45.20261105is booted and default;44.20261026retained as rollback.[x]Verify the NVIDIA driver and Vulkan from the desktop session.nvidia-sminames the RTX 5070 Ti on driver615.78.08and the Wayland desktop renders through it. Vulkan enumerates it as GPU0: discrete, proprietary driver615.78.08, API1.4.351, conformance1.4.3.3. The integrated RADV GPU is GPU1 — watch that the engine does not select it. Evidence in environment.md.[x]Installgit-lfs,cmake,ninja-build,clangas an ostree layer, reboot, thengit lfs install. Done:git-lfs 3.7.1,clang 23.1.4,cmake 4.3.0,ninja 1.13.2; lfs filter active,Tools/check-lfs.shpasses.
2. Engine acquisition
[x]Human step. Create an Epic account, accept the Unreal license. Done on 2026-11-06 with the account email recorded locally; no credentials stored in the repository.[-]Human step. Acquire one pinned engine build. Two routes:- Launcher build: install the Linux Epic Games Launcher, download the pinned engine version, install to the DATA volume, and disable auto-update so the pin holds.
- Source build: clone the pinned
releasebranch from the Epic Games GitHub organisation, then./Setup.sh,./GenerateProjectFiles.sh,make -j16. Budget 120–200 GB and a multi-hour first build on 16 threads. Downloaded 2026-11-06 to/run/media/system/DATA/Downloads/Linux_Unreal_Engine_5.2.0.zip: 21 036 632 443 bytes (19.59 GiB), ZIP central directory present,Engine/Build/Build.versionreports 5.2.0, changelist 25360045,++UE5+Release-5.2, payload dated 2023-05-06. Not yet extracted, and the version conflicts with the 5.8.x target in toolchain.md — see "Engine version decision" below.
[x]Verify the archive end to end before extracting.unzip -tqon 2026-11-06: "No errors detected", exit 0.[ ]Extract to the DATA volume and record the install path. Plan:mkdir -p /run/media/system/DATA/Engines/UE_5.2 && cd $_ && unzip -q <zip>; engine root becomes/run/media/system/DATA/Engines/UE_5.2/Engine. Roughly 55–60 GB extracted, so keep it off the repository volume tree.[ ]Resolve the engine version: 5.2.0 is what is on disk, 5.8.x was the planned pin. Record the decision and its reasons.[ ]Record the exact engine version and build route in toolchain.md.[ ]Validate that the engine editor opens and a blank project runs on Bazzite. Unreal does not support this distribution; record any workarounds.
Engine version decision
The archive on disk is Unreal Engine 5.2.0, released May 2023, three and a half years before this project started. That is a legitimate choice — nothing in the 0.1.0 scope needs a newer feature — but it carries known costs that must be recorded before pinning it:
- The bundled Linux toolchain in 5.2 targets an older glibc than Bazzite 45 ships. Project C++ compilation may need the bundled clang with older sysroot flags, or may simply fail; that has to be tested before any C++ work.
- GPU support: 5.2 predates the driver and Vulkan paths that Blackwell cards (RTX 50 series) exercise. Vulkan RHI should still work, but shader compilation and Lumen behaviour on a 5070 Ti are unvalidated.
- No engine fixes from 5.3 through 5.8, and no compatibility with content or plugins authored for newer versions.
- Bazzite is not a supported Unreal distribution in any version, so this risk compounds rather than introduces.
Decision taken 2026-11-06: fetch the current stable release — Linux_Unreal_Engine_5.8.4.zip is downloading — and keep the verified 5.2.0 archive only as a fallback until 5.8.4 launches. Once 5.8.4 validates, delete the 5.2.0 archive and pin 5.8.4 in toolchain.md; two engines on disk invite accidental mixing.
3. Tooling pins
[x]Blender 5.2 LTS (Flatpak) and MPFB 2.0.18 recorded.[x]Install QGIS and record its version. QGIS 4.2.3, Flatpakstable, runtimeorg.kde.Platform 6.11, bundled PROJ9.9.0. The stalelts3.28.9 install is still beside it and should be uninstalled.[ ]Install Blosm in Blender, record its version, and confirm it loads on Blender 5.2. Fall back to a side-by-side Blender 4.5 LTS only for the blockout step if it does not.[ ]Confirm the geo tool Python environment (venv withpyproj,GDAL,shapelyfrom the QGIS or distrobox environment) and record it.
4. Project bootstrap
[ ]Create the C++ Unreal project atGame/GigLine/GigLine.uprojectwith Enhanced Input enabled and Blueprint gameplay enabled. CommitConfig/,Source/, andGigLine.uproject; leaveBinaries/,Intermediate/,Saved/, and the DDC out of the repository —.gitignorealready covers them.[ ]Point the local Derived Data Cache at the DATA volume. Confirm the setting name and section against the pinned engine's documentation rather than copying a config snippet from another version.[ ]Enable Git LFS integration in the editor before importing content, so large assets are routed to LFS on import rather than on a later re-add.[ ]Package and launch a blank Linux build from the command line, so the packaging path is proven before any content exists.[ ]Export one static mesh from Blender with a known metric size and import it into Unreal. Verify the 100× scale conversion (1 m → 100 uu), the pivot, normals, and material assignment.[ ]Export one MPFB character with baked materials and a deform skeleton and verify it imports with the expected skeleton hierarchy and scale.[ ]Commit the baseline and write the fresh-checkout build procedure into build.md.
5. Repository
git clone <remote> gig-line
cd gig-line
git lfs install # writes filter.lfs.* into git config; required before any content commit
git lfs pull
Tools/check-lfs.sh # fails when the lfs filter or the pointer storage is missing
Without git lfs install, adding an LFS-matched file does not error — it commits the file as a plain blob. Tools/check-lfs.sh is the guard for that.
Sizes: the engine lives outside the repository (pinned install path recorded in toolchain.md). The repository holds the Unreal project, Blender sources, geo sources, and tooling.
Known blockers
| Blocker | Owner | Needed for |
|---|---|---|
| Epic account, license acceptance, engine download | human | All Unreal work |
QGIS pin: replace the stale 3.28.9 flatpak |
human | Geo pipeline |
| Blosm install and Blender 5.2 compatibility check | human | OSM blockouts |
Closed: Bazzite update and reboot, driver and Vulkan verification, git-lfs/clang/cmake/ninja layering.