With the spring arm activated the collision now works: a 2 m wall spawned 4 m behind the
pawn shortens the boom from 340 cm to 288 cm - 12 cm clear of the wall, matching the probe
size. -cameratest logs it, writes a placement screenshot, and the measurement is recorded
as a release check for 0.2.3.
Two traps documented because each one made a working mechanism look broken:
- a spawned static-mesh actor has no collision unless it is created deferred and given
its mesh and collision before FinishSpawning (three runs reported blocks trace=0)
- TargetArmLength is not rewritten when the boom shortens, so reading the property
reports the requested length; the camera's distance from the head is the measurement
Writes the 0.2.3 changelog entry and prunes the section from TODO.md.
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.