Shot 8 shows the body mid-stride in profile: legs apart, arms counter-swinging. The traversal release check for 0.2.0 is closed with that evidence. The reason earlier attempts froze on one pose was not the clip. A probe of the single-node instance showed the clip advancing normally (assetTime 0.19 -> 1.03, rate 1.0, playing) while the pawn's speed stayed 0 and the clip stayed Idle: the call that enables walking sat in the shot sequencer's BeginPlay, which runs before the player pawn exists, so the cast found nothing and silently did nothing. Moved into the per-frame follow update, the same run logs walk=1 speed=28 clip=GigLine_Walk and the stride appears. Also: the walk expectation was missing from visual_targets.json after the earlier retirement, so --verify was checking 7 shots while 8 were captured. Restored; 8/8 verify.
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.