The e2e asset check now completes: PASS on all six steps - empty maps 9 s, demo build 10 s, review build 9 s, captures 80 s, judge 388 s, review file. Four breakages from the folder move had to be fixed first: - ue_placement and ue_common are siblings of the scripts that import them, but the rewrite put only the tools root on sys.path, so every Unreal commandlet died with ModuleNotFoundError. Both paths are inserted now. - render_screenshots.sh resolved the repository root one level up, so commandlet paths became Tools/Tools/... and the capture step failed in 0 s. - the driver treated a result file left by an earlier run as success, which is how a ten-second 'demo build' passed without building. Result files are unlinked before each step and child output streams to a per-step log file rather than a pipe. - two editors on one project hang instead of failing, so the driver refuses to start while one is running. Also corrects ue_recreate_maps.py: LevelEditorSubsystem.new_level() refuses a path whose package is still in memory and delete_asset() leaves the file on disk, measured create->delete->create returning False. The step now loads each map, destroys every actor, saves, and reports the count it left (0), which is the property the builders actually need. Open question recorded in TODO.md: the rebuilt map holds 409 actors and 613 KB against 600 and 886 KB before, and the ~190 missing ones look like the facade-kit and theatre-trim placements that run as separate steps.
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.