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