INDUSTRIAL LADDER TRAY KIT / FREE STRAIGHT AND BRACKET / v0.1.0

A complete 1 m straight and matching 300 mm wall bracket, their required
original PBR maps, editable two-piece Blender file and placement recipe.
These two GLBs and three PNGs have exactly the same bytes as the full kit.
The source mesh, UV, pivot and modifier data also match. No reduced sample
geometry or sample-only material is used. The project-use rights are the
same as the full kit; see LICENSE.txt.

Open Open-Ladder-Tray-Sample.blend in Blender 5.1.2. Its two editable
source parts sit at their own local origins; select one in the Outliner
to inspect it separately. Import meshes/Straight_1000.glb and
meshes/Wall_Bracket_0300.glb in your target application. Each GLB includes
its PBR images, authored normals/tangents and UV0. Separate PNGs are in
textures/. The sample exports total 4,316 triangles.

Source units are metres, Blender Z-up. The straight runs local +X,
cross-tray is Y and its open face is +Z. Endpoints are (0,0,0) and (1,0,0).
Body width is 200 mm and rail height 45 mm. The bracket origin is the wall
mount at tray-base height; +X points out of the wall. Its tray seat is
(0.18,0,0) m, tray direction -Y/open +Z. The 180 mm seat is a separate
mounting rule, outside the 100 mm tray grid. Mount equals tray centre
minus 180 mm along the wall normal. Keep part scale at one.

Existing-route sample placement in Blender metres: straight at (-1.1,0,1)
with identity rotation; bracket at (-0.9,-0.18,1), rotated 90 degrees about
Z. Its seat is (-0.9,0,1). ASSEMBLY.json records source endpoints/frames.
UNREAL_ASSEMBLY.json records the same two placements in engine coordinates.

UNREAL_QUICKSTART.txt documents the matching stock Interchange settings,
centimetre/axis conversion, pivots and automatic normal-green conversion.
These exact GLB bytes were among the six files tested with the stock
importer through automation in Unreal Engine 5.8.2 on Windows, including
PBR/geometry readback and a saved isolated scene's fresh-process reopen.
Manual editor clicks, cooked gameplay and other versions were not tested.

MATERIALS.txt explains sRGB BaseColor, linear ORM and tangent OpenGL +Y
normal maps. UV0 intentionally overlaps/repeats in physical metres; no
unique atlas or UV1/lightmap layout is included. Metallic appearance needs
your scene's reflected lighting environment; maps contain no baked light.
For the documented decorative Unreal workflow, explicitly set components
to Movable then NoCollision. No authored collision, Nanite, performance,
gameplay-collision or real-world hardware certification is promised.

No full-kit corner/tee/riser mesh, editor script, Unreal level or engine
content is included in this sample. PROVENANCE.txt discloses the original
procedural and AI-assisted creation. The full kit contains six shapes and
one original steel finish; the sample remains independently usable.
