fix(placement): both heights now come from a measurement after settling
The probe was armed from BeginPlay but the delay was lost when I removed the dead block, so it never ran. Armed properly, three seconds after spawn, from the capsule's feet, on three channels: GigLine foot Visibility after settling: actor Z 456, feet 369, hit Z 366 The character stands 3 cm above the road - the capsule skin - and the car sits at 367 on the same measured surface with the model grounded on its wheels in Blender. Both previous hand-tuned values were wrong, and wrong in opposite directions: the player start did not need 561 (the capsule settles at 456), and the car had been placed at 342, 24 cm INTO the road, compensating for the wheel-grounding error that is now fixed. That is the cost of tuning against a measurement taken while the pawn was still falling.
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@@ -693,10 +693,11 @@ def build():
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# Same source: the vehicle's own downward trace in game reports the road under it at
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# Z 366, and the model is grounded in Blender (wheel bottoms at Z 0), so the panels sit
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# at 367 - one centimetre of clearance rather than a visible gap.
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# 342, not the surface Z the pawn's trace reports (366): with the model grounded on its
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# wheels the render still showed a ~25 cm gap at that height, so the visible road mesh
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# and the traced surface disagree here. The number is empirical and says so.
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vehicle_origin = unreal.Vector(-12950.0, -900.0, 342.0)
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# Measured after settling: the ground under the car is Z 366 on every collision channel,
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# and the model is grounded on its wheels in Blender, so the panels sit at 367. The
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# earlier 342 was compensating for a grounding error that has since been fixed - it put
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# the car 24 cm INTO the road.
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vehicle_origin = unreal.Vector(-12950.0, -900.0, 367.0)
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vehicle_rotation = unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0)
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panel_systems = (
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