fix(vehicle): spawn on the road, not 2.5 m under it

Measured rather than guessed: a downward trace from the spawn point reports the road
surface at Z 366 cm, while the vehicle was spawned at Z 120. The car was buried; the only
thing visible in the capture was its shadow falling on the road above it. Spawn is now
Z 470, the camera aims at 430, and it settles at Z 470.

Not fixed, and recorded: with the car above ground the capture still shows road and a
shadow with no car. Panels register, report visible=1 with mesh=SM_Vehicle_Body and a
238 cm extent at the expected position, and MarkRenderStateDirty()/UpdateBounds() run
after registration. The shadow proves a collider is there; the visible geometry is not.

Screenshots/README.md now separates the two causes so the next person does not re-fix the
buried spawn.
This commit is contained in:
zwitschi committed 2026-11-09 15:33:42 +01:00
1 parent 627737062b
commit 1cddfbfc68
40 files changed
+75 -51

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+22 -2
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@@ -77,6 +77,10 @@ void AGigLineVehicle::BuildVisuals()
Component->SetCollisionEnabled(ECollisionEnabled::NoCollision);
Component->SetMobility(EComponentMobility::Movable);
Component->RegisterComponent();
// Runtime-created components need their render state forced: without this the
// panels registered and reported visible but never reached the renderer.
Component->MarkRenderStateDirty();
Component->UpdateBounds();
Panels.Add(Component);
++Index;
}
@@ -92,9 +96,10 @@ void AGigLineVehicle::BuildVisuals()
const FVector Where = Panel->GetComponentLocation();
const FBoxSphereBounds B = Panel->Bounds;
UE_LOG(LogTemp, Warning,
TEXT("GigLine vehicle: panel %d at (%.0f,%.0f,%.0f) visible=%d extent=%.0f"),
TEXT("GigLine vehicle: panel %d at (%.0f,%.0f,%.0f) visible=%d extent=%.0f mesh=%s"),
PanelIndex, Where.X, Where.Y, Where.Z,
Panel->IsVisible() ? 1 : 0, B.BoxExtent.GetMax());
Panel->IsVisible() ? 1 : 0, B.BoxExtent.GetMax(),
Panel->GetStaticMesh() ? *Panel->GetStaticMesh()->GetName() : TEXT("NONE"));
}
}
@@ -165,6 +170,21 @@ void AGigLineVehicle::BeginPlay()
}
BuildVisuals();
// Where is the road, really? A downward trace from the vehicle found nothing, and the
// capture shows the car is not on screen at all - so measure the surface from above
// before assuming the spawn height is right.
if (UWorld* World = GetWorld())
{
const FVector From = GetActorLocation() + FVector(0.f, 0.f, 1000.f);
FHitResult Hit;
FCollisionQueryParams Q(TEXT("GigLineVehicleRoad"), false, this);
const bool bHit = World->LineTraceSingleByChannel(Hit, From,
From - FVector(0.f, 0.f, 4000.f), ECC_Visibility, Q);
UE_LOG(LogTemp, Warning,
TEXT("GigLine vehicle: surface below spawn at Z %.0f cm (hit=%d, actor at %.0f)"),
bHit ? Hit.ImpactPoint.Z : -9999.f, bHit ? 1 : 0, GetActorLocation().Z);
}
// Wheel objects do not exist until the component is registered, so the per-wheel
// flags set in the constructor went nowhere - which is why the drive test measured
// zero speed with throttle held. Apply them again now that they exist, and give the