test(vehicle): the pawn is the culprit, the meshes are fine
Decisive experiment: the same SM_Vehicle_Body staged as a plain StaticMeshActor 5.5 m from the pawn renders, while the panels attached to the vehicle pawn do not - with visible=1, the right mesh name, a 238 cm extent, MarkRenderStateDirty() and UpdateBounds() all in place. The asset and its material are fine; the pawn's component hierarchy is what keeps them out of the renderer. So the car is now staged as nine plain StaticMeshActors (body, glass, front/rear lights, mirrors, four wheels) alongside the physics pawn: visible, and not yet attached to the driving pawn. A visible car that does not drive yet beats an invisible one that does. Two defects found by the tools while chasing this, both fixed: the demo builder staged the vehicle twice per run (the scene audit caught the duplicate label), and clear() could leave actors behind, so it now repeats until nothing is removed.
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