The spawn-view expectation states that nothing may float and that a shadow more than a hand's width below an object means the object is floating. The judge picks it up unprompted in its reasoning: 'the person appears to be floating above the pavement, as their feet do not touch the ground ... shadows do not align correctly with the objects'. That is the criterion working. It does not settle whether the float is real: the objects stand on a raised pavement and the sun throws their shadows past the kerb onto the road, which looks identical in a still. The gap is measurable in pixels and the next step is to measure it rather than keep asking a vision model to arbitrate. Also lowered the player start to 455 (pavement 367 + capsule half 88), which puts the feet on the pavement in the capture; 600 and 561 both hovered.
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.