The review notes named the same class of problem in six rows: things sitting a little too low or too high in the floor. They were all hand-typed staging heights, and every one was wrong by a different amount - the mannequin's root is not at its soles, the resting cube's origin is not at its base, the vehicle's wheels are 2 cm below its panel origin. sit_on_floor() measures the actor's bounds and shifts it so the mesh's lowest point lands 2 cm above the floor plane, and reports the correction it applied: MPFB character +2.0 cm ScaleTest_A -48.0 cm (it was floating) vehicle wheels +2.0 cm The DemoMap vehicle shot was rejected as 'no vehicle in the scene': both vehicle cameras were still aimed at the car's old position, so re-aiming them at Y -1450 brings it back into frame. Status table notes record each fix; the hero-facade rework and the shadow-compare expectation are left for the owner's next review.
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.