- ue_import_site.py: auto_generate_collision=True so FBX static meshes get real collision geometry (they imported with none -> complex-as-simple had nothing to use, player fell through). - ue_build_demo_map.py: PlayerStart cap raised to Z300 so the capsule feet start above the ~Z99-138 terrain surface there (an embedded spawn point is rejected -> 'NO PLAYERSTART with positive rating' -> origin fallback). - Re-imported site meshes + rebuilt DemoMap with the above. KNOWN-UNRESOLVED: packaged plain launch still spawns the capsule around Z-123 and falls; downward trace finds no geometry. Map assets are all present in the pak and referenced; runtime collision behavior needs a visual/interactive check (headless commandlet traces are unreliable). Investigate 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.