docs(vehicle): the reverse is a 90-degree armature roll, not the axle sign
Bone reference poses show root roll 90 and wheel bones rolled +/-90, with wheel centres at Z +/-0.81 instead of Y. The mesh vertices are unrotated, so the FBX axis_forward:-Y conversion rotates the armature but not the geometry, leaving the wheel axle on a rotated axis. Fix is in the bone authoring, verified by the reference-pose probe.
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@@ -1060,3 +1060,17 @@ Historical task context from 2026-11-09/10; later vehicle findings above may sup
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spins about the wrong axis. `FPhysicsAssetUtils`-style body setup is not the cause either
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(physics already simulates).
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- Kept `-reversetest` in the drive test as the diagnostic for this.
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## 2026-11-10 — Vehicle reverse: the skeleton is rolled 90° vs the mesh
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- Bone reference poses (`AnimPose.get_ref_bone_pose`) show the armature is **rolled 90°**:
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`root` rot (roll 90, 0, 0), `Wheel_FL/RL` rot (90, 0, −180), `Wheel_FR/RR` rot (−90, 0, 0);
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wheel centres land at Z ±0.81 instead of Y ±0.81. The mesh vertices are unrotated (bounds
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476 × 228 × 144, nose +X), so the **FBX `axis_forward: -Y` conversion rotates the armature
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but not the geometry** — the wheel axle (bone Y) ends up on a rotated axis, which is why the
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engine torque drives the wheels backward and why the inward/outward axle flip was a no-op.
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- Fix belongs in the bone authoring, not the vehicle component: build the wheel bones so their
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Y axis lands on Unreal +Y after the FBX conversion, or set `use_space_transform`/bake the
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space transform so mesh and armature share one frame. Verify with the reference-pose probe
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(`get_ref_bone_pose` → the wheel axle should read ±Y, not ±Z) before re-running the drive
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test.
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