test(vehicle): a review shot, and the judge that proves the car is missing
Adds demo-vehicle to the camera list and the visual targets, plus shot 9 in Screenshots/README.md - marked FAIL, because that is what it shows. The vehicle is staged and runs: spawned at (-12950,-900,120), 9 visual panels attached, panel 0 visible with a 238 cm extent, settled at Z 119 cm. The capture shows an empty road with a soft shadow. Two checks disagree in a useful way: visual_loop --verify PASSES the frame (it only tests size, blankness and tonal range, so a well-exposed empty road passes), while judge_screenshot returns verdict=no confidence=1.0. Strongest clue, recorded in TODO.md: a downward trace from the vehicle finds no ground at all (ground at Z -9999), so the car sits over a surface without collision or inside geometry - the shadow and the panels are not in the same place. Diagnostics added along the way: mesh/visibility/bounds at BeginPlay, per-panel world positions and extents, and the ground trace. The visual panels were also unhidden from the physics mesh: SetVisibility(false, ...) hid them whether or not propagation was requested.
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@@ -21,6 +21,7 @@ Actionable task list for this project. This file is the single, central place fo
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- **Drive test fails, with a specific cause:** `-drivetest` holds full throttle for 3 s and reports speed and distance. Result: `speed=0 cm/s, travelled 2.2 m -> FAIL`, and BeginPlay logs **`0 wheel objects after register`** while the component reports 4 wheel setups. The setups exist but no wheels are created from them, so there is nothing to apply torque to.
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- **Next:** confirm the skeleton's bone names match the setups (`Wheel_FL`, `Wheel_FR`, `Wheel_RL`, `Wheel_RR`) - a name mismatch silently produces zero wheels - and give the front and rear pairs their own `UChaosVehicleWheel` subclasses rather than the base class, which is what the setups point at today.
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- **Also open:** LOD group wiring, enter/exit, driving route, handling.
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- [A] Fix the vehicle not rendering in the scene. **Chased to a strong clue, not yet solved.** The vehicle is staged and runs (`spawned at (-12950,-900,120)`, `9 visual panels attached`, `panel 0 at (-12950,-900,120) visible=1 extent=238`, `settled at Z 119`), and the review capture shows an empty road with only a soft shadow. `Tools/visual_loop.py --verify` passes the frame; `Tools/judge_screenshot.py` returns `verdict=no confidence=1.0`. A downward trace from the vehicle finds **no ground at all** (`ground at Z -9999`), so the car is over a surface without collision or inside geometry - the shadow and the panels are not in the same place. Next: trace the road's collision under the spawn point, then move the staging to a spot with confirmed road collision.
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- [ ] Implement enter/exit interaction.
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- [ ] Build a closed driving route with boundaries.
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- [ ] Tune basic handling to a drivable state.
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