test(vehicle): park the Chaos pawn and give the physics its own task
The pawn was found again after a cleanup removed its staging, and the diagnostic answers the zero-wheel question with a bigger one: with the pawn present the actor is launched to Z 1993 cm - 18 m above the ground it stands at 150 - and still reports 0 wheels. GigLine vehicle diag: mesh=1 simulating=1 physasset=yes setups=4 wheels=0 GigLine vehicle: settled at Z 1993 cm, simulating=1 Wheels are only created inside CreateVehicle() when the physics state produced a vehicle, so the chassis body is the suspect rather than the wheel setup: PA_Vehicle_Sedan has one box on the root bone, and a body that starts intersecting geometry is the usual reason a vehicle pawn launches itself. Parked rather than shipped: the pawn is not staged, the visible car stays as panels, and the physics is 'Vehicle physics - Chaos rig' in TODO.md with the evidence and three concrete steps. The demo no longer carries an 18 m flying car in its captures.
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@@ -756,6 +756,11 @@ def build():
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staged_panels += 1
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log(f"staged: {staged_panels} Demo_VehiclePanel actors (plain static meshes)")
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# The Chaos pawn is NOT staged. With it present the actor is launched to Z 1993 cm (18 m up)
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# and reports zero wheels, so it litters the scene without providing a drivable vehicle. The
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# vehicle physics is its own task now; the visible car stays as plain panels.
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log("staged: Demo_Vehicle_Sedan skipped - Chaos pawn parked (see TODO.md)")
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# A lockable LFS .umap checks out read-only, which makes save_map silently
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# return False — chmod u+w first or the staged actors never persist.
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umap = os.path.join(unreal.Paths.project_dir(), MAP.replace("/Game/", "Content/") + ".umap")
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