Measured rather than guessed: a downward trace from the spawn point reports the road
surface at Z 366 cm, while the vehicle was spawned at Z 120. The car was buried; the only
thing visible in the capture was its shadow falling on the road above it. Spawn is now
Z 470, the camera aims at 430, and it settles at Z 470.
Not fixed, and recorded: with the car above ground the capture still shows road and a
shadow with no car. Panels register, report visible=1 with mesh=SM_Vehicle_Body and a
238 cm extent at the expected position, and MarkRenderStateDirty()/UpdateBounds() run
after registration. The shadow proves a collider is there; the visible geometry is not.
Screenshots/README.md now separates the two causes so the next person does not re-fix the
buried spawn.
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.