Follows the vehicle-artist object split, which the first build violated: body, glass,
front and rear lights, mirrors and a single wheel mesh are now separate objects and
separate assets in /Game/Hollywood/Vehicle. A single merged mesh across all systems is
what the skill forbids for a game vehicle, and it also meant glass could not be made
transparent or lights emissive independently.
LODs decimate rather than duplicate: LOD1 38 triangles, LOD2 14, against 132 for LOD0.
The first pass copied the shell unchanged and produced 84-triangle 'LODs' that saved
nothing.
Imports verified with bounds: body 4.76 x 1.76 x 1.28 m, wheel 0.22 x 0.66 x 0.66 m,
which match the modelled dimensions.
Open, recorded: LOD group wiring needs StaticMeshEditorSubsystem.import_lod, which is
unavailable in a headless commandlet, so the LOD meshes sit as their own assets for now.
First 0.3.0 asset. Tools/vehicle_build.py builds a 4.72 x 1.80 x 1.44 m sedan - 2.78 m
wheelbase, 1.62 m track, 0.33 m wheels - as a three-tier silhouette: sill slab, bonnet
and boot shoulders, cabin greenhouse, plus glazing, lamps, bumpers and mirrors. 252
triangles.
Collision is four UCX_-prefixed convex hulls (body, cabin, two bumpers) per the
collision-proxy convention, hidden from render so the preview reads as the car rather
than the colliders.
Two corrections from the preview, both visible in the saved image: the first build was
one tall slab plus a floating cabin and read as a box truck, and the wheels were buried
inside a full-width sill - the sill is now 1.56 m so the wheels stand proud.
Reports every dimension to JSON so the Chaos vehicle config can read the wheelbase, track
and radius instead of restating them.