One directory with sixty scripts stopped being navigable, and the grouping is also the sandbox boundary:
Tools/unreal/ commandlets and the two map builders, with ue_common.py and ue_placement.py as the
shared imports (they need the engine)
Tools/blender/ builders, exporters, the FBX preset, the MPFB character pipeline, blender_screenshots
(they need the Blender Flatpak)
Tools/review/ the visual loop: render_screenshots.sh, judge_screenshot.py, hero_compare.py,
build_comparison_md.py, e2e_asset_check.py, hero_iterate.sh, visual_loop.py,
visual_targets.json
Tools/gen/ image and texture generation: the ComfyUI driver, deterministic texture writers,
reference fetching
Tools/input/ OS-level input injection
root _common.py, check-lfs.sh, addon_compat_probe.py, sibling_asset_audit.py, tests/
Every moved script now resolves the repository root as ../.. and puts the tools root plus its siblings on
sys.path, so 'import ue_common' still works from unreal/. The test suite bootstrap does the same for the five
folders. render_screenshots.sh takes the folder as a third argument to run_cmdlet, and the e2e driver,
hero_iterate.sh and the comparison generator were repointed.
51 README rows now link to their new location, the README gains a Layout section naming each folder's
sandbox, and the architecture notes and Blender README follow the moves.
Verified: 108 tests pass, prettier is clean, judge_screenshot.py and hero_compare.py run from their new
homes, and the e2e run was aborted mid-way (it had been rebuilding an empty DemoMap for 15 minutes) and is
being rerun against the new layout.
title, description, status, date
| title | description | status | date |
|---|---|---|---|
| Gig Line Architecture Documentation | Architecture documentation for the Gig Line Linux-first Unreal Engine 5 demo around 6840 Hollywood Blvd. | v0.1.0 | 2026-11-08 |
Gig Line is a Linux-first Unreal Engine 5 walking and driving demo around 6840 Hollywood Boulevard and the El Capitan Entertainment Centre. The architecture prioritises visual realism and geographically faithful placement while maintaining a fully walkable scene, reproducible asset pipeline, documented provenance, and a 60 FPS floor at 1440p.
This directory contains the canonical arc42 documentation. Each section is maintained independently; update the relevant page in the same change as its implementation. Project work and future scope remain in TODO.md and ROADMAP.md.
Sections
- Introduction and Goals
- Architecture Constraints
- Context and Scope
- Solution Strategy
- Building Block View
- Runtime View
- Deployment View
- Cross-cutting Concepts
- Architecture Decisions
- Quality Requirements
- Risks and Technical Debt
- Glossary
See also About arc42.