- ue_import_site.py: switch walkable surfaces (terrain, road, sidewalks) from CTF_USE_COMPLEX_AS_SIMPLE to CTF_USE_SIMPLE_AND_COMPLEX so the capsule blocks against the auto-generated simple collision as well as triangles. - Re-imported site meshes, rebuilt DemoMap with the PlayerStart cap at Z300. Unresolved: packaged plain launch still falls through at spawn in the last verified run (capsule Z-123 -> -1960, no ground trace hit). User confirms the site geometry RENDERS (visible in the distance) but the player is not standing on it. Needs an in-editor/in-window collision verification — headless traces are unreliable. Continue on this branch; do not merge to main.
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.