fix(vehicle): enable ChaosVehiclesPlugin so the Chaos vehicle is actually created

The Chaos vehicle never existed: ChaosVehiclesPlugin is EnabledByDefault=false and
was absent from GigLine.uproject, so FChaosVehicleManager was null and
OnCreatePhysicsState skipped CreateVehicle() (read from the engine source). The
pawn stayed at setups=4 wheels=0 output=null and the mesh fell back to the regular
rigid-body solver, which is what teleported upward.

- Enable ChaosVehiclesPlugin in GigLine.uproject. CreateVehicle() now runs:
  'wheels 4', 'output present', 'setups=4 wheels=4'.
- Drop the constructor's SetSimulatePhysics(true) / collision-profile override: the
  Chaos movement component drives the mesh through async physics, and forcing the
  regular solver kept the body out of the vehicle solver.

The plugin fix turns the teleport into a stable 'float at Z 545' (540 cm above the
floor) in both probe maps - suspension tuning is the next bug.
This commit is contained in:
zwitschi committed 2026-11-10 16:39:42 +01:00
1 parent 620cbe181c
commit 5e328f5d3e
3 files changed
+17 -3

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@@ -14,6 +14,10 @@
{
"Name": "EnhancedInput",
"Enabled": true
},
{
"Name": "ChaosVehiclesPlugin",
"Enabled": true
}
]
}