test(vehicle): the launch is inside the vehicle, not around it
Three hypotheses tested and ruled out, each with its own run: spawn level with the road -> actor climbs to Z 1993 spawn 1.2 m above the road -> climbs to 2131 visual panels' collision removed -> climbs to 2066 So neither the spawn penetration nor the panels' overlap is pushing the pawn up; the force is inside the vehicle. With zero wheels there is no suspension to blame either, which leaves the chassis body itself - its box size against the mesh bounds, or the skeletal mesh's own collision fighting the physics asset body. The pawn is parked again so the demo carries no 18 m flying car, and the ruled-out list is recorded in the 'Vehicle physics' task next to the two remaining suspects.
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@@ -753,12 +753,16 @@ def build():
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if paint:
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comp.set_material(0, paint)
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log("Demo_VehiclePanel: body paint assigned")
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# Visual only: with collision the panels overlap the Chaos pawn's chassis body
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# and the depenetration launches the whole vehicle upward.
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if comp:
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comp.set_collision_enabled(unreal.CollisionEnabled.NO_COLLISION)
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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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# The Chaos pawn stays parked. Three hypotheses are now ruled out - spawning level with the
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# road, spawning 1.2 m above it, and the visual panels' collision - and the actor still climbs to
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# Z ~2066 cm with zero wheels. See the 'Vehicle physics - Chaos rig' task in TODO.md.
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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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