Screenshots 6 and 7 are approved, so the remaining 0.2.0 work is the traversal release check. This adds the piece of harness it needs - `-walk` holds forward input from the first frame, so the pawn actually crosses the sidewalk while the third-person rig follows it - and records what that check still lacks. A stride shot was attempted three times and removed: a fixed review camera cannot catch a pawn moving at 4.5 m/s. Each attempt framed it at a different distance and the last two missed it entirely, so shipping it would have been a broken shot with a green verification. The TODO item now says the blocker is the capture harness (a camera that tracks the pawn), not the game, and names where the shot goes back in. The flag stays because it is what the traversal check will drive.
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.