The demo is built from OpenStreetMap data (ODbL 1.0) and needs attribution wherever the derived work is shown. Add it to the running game, not just the documents. - AGigLineHUD (C++): plain AHUD::DrawText in the bottom-left draws '(c) OpenStreetMap contributors' and 'Data (c) OpenStreetMap contributors, ODbL 1.0 - openstreetmap.org/copyright', with a shadow pass for legibility over bright pavement and sky. No UMG widget asset, so a cook cannot drop it through a missing widget reference. - AGigLineGameModeBase: HUDClass = AGigLineHUD, so the credit is on by default. - AGigLineShotActor: screenshots are now requested with the UI shown, so the attribution appears in every capture under Screenshots/ and the obligation is provable in review rather than only described. Docs: THIRD_PARTY_NOTICES records that the string is displayed in-game; Screenshots/README documents the overlay; TODO marks the item done and narrows the remaining ODbL question to the shipped-derivative-database posture.
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.