docs(vehicle): revert the axis fix; the reverse is in the Chaos solver
The axis_forward:X / Blender-Z axle fix changed the reference pose but not the drive (-2737 cm/s), and axis_forward:X also alters the shared character preset. Revert it. The Chaos solver drives the wheel about the vehicle's Y (not the bone), and the drive force is positive yet the car moves backward - the inversion is in the engine torque / drive-force sign. Next: GetEngineTorque() sign or a SetupVehicle override.
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@@ -1105,3 +1105,15 @@ Historical task context from 2026-11-09/10; later vehicle findings above may sup
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velocity axis) or the engine torque sign, not the bone authoring. The horizontal-axle fix
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is kept (it is correct even if insufficient): `axis_forward: X` in the character preset and
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a Blender-Z wheel tail (`r - copysign(0.25, y)`) so the axle lands on Unreal Y.
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## 2026-11-10 — Vehicle reverse is in the Chaos solver, not the assets (revert the axis fix)
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- Reverted the `axis_forward: X` / Blender-Z axle fix (`ecdd820`): the reference pose changed
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but `-drivetest` still read −2737 cm/s, and `axis_forward: X` lives in the shared character
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preset, so it would also alter every character export.
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- Traced the Chaos solver: the wheel's local frame is `GroundXVector = CrossProduct(VehicleRightAxis,
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GroundZVector)` and the drive force is `FinalLongitudinalForce = DriveTorque / Re`, applied forward —
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yet the car moves backward. The wheel spins about the **vehicle's** Y, not the bone's, so the bone
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authoring is irrelevant. The inversion is in the **engine-torque / drive-force sign** (`FSimpleWheel`),
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not the assets. Next: check `GetEngineTorque()` sign, or override `SetupVehicle`/`ProcessMechanicalSimulation`
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in `UGigLineVehicleMovement` to negate the drive torque.
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