feat(vehicle): split into systems, add real LODs, import to Unreal
Follows the vehicle-artist object split, which the first build violated: body, glass, front and rear lights, mirrors and a single wheel mesh are now separate objects and separate assets in /Game/Hollywood/Vehicle. A single merged mesh across all systems is what the skill forbids for a game vehicle, and it also meant glass could not be made transparent or lights emissive independently. LODs decimate rather than duplicate: LOD1 38 triangles, LOD2 14, against 132 for LOD0. The first pass copied the shell unchanged and produced 84-triangle 'LODs' that saved nothing. Imports verified with bounds: body 4.76 x 1.76 x 1.28 m, wheel 0.22 x 0.66 x 0.66 m, which match the modelled dimensions. Open, recorded: LOD group wiring needs StaticMeshEditorSubsystem.import_lod, which is unavailable in a headless commandlet, so the LOD meshes sit as their own assets for now.
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