The decisive clamp: zero linear and angular velocity every frame for two seconds.
t=0.25 Z=3220 vZ=0 | t=0.75 Z=3683 vZ=0 | t=1.25 Z=4197 vZ=0
It rises at ~1200 cm/s with velocity pinned to zero, so this is not a force, an impulse, or a bad initial
state - all of those the clamp would have removed. Something calls a transform setter on the vehicle every
frame.
Our own source contains exactly one direct transform write outside the character (the shot actor's camera),
so the writer is engine-side: the Chaos vehicle component driving UpdatedComponent from a vehicle state that
was never created, or a skeletal-mesh transform update.
Also diffed the two maps, since the pawn works in ReviewMap and not in DemoMap: kill_z, gravity, lights and
partitioning are identical; DemoMap adds 593 static mesh actors, a height fog and a post-process volume,
ReviewMap adds a shot actor and the character. Nothing in either list can write a transform, so the map
difference is not in its actors or settings.
Ran the bisect the task asked for. The same pawn, unchanged, in two maps:
ReviewMap, flat floor Z 200 -> 188 -> 174 -> 157 -> 87 vZ -208 -> -663 falls correctly
DemoMap, on the street Z 486 -> 920 -> 1126 -> 1385 vZ ~0 teleports up
DemoMap, 60 m away Z 291 -> 467 -> 920 -> 1343 vZ +1595 launches
DemoMap, 25 m up Z 2496 -> 2664 -> 3068 -> 3434 vZ +1509 launches at once
So the pawn, its physics asset, its wheels, its mass and its movement component all work: on a plain floor
it falls and settles. Everywhere in DemoMap it is thrown upward, at any height, including 25 m in the air,
which rules out contact and points at something the demo map stages and the review map does not.
That inverts the previous nine hypotheses - they were all about the vehicle - and puts the next probe in the
map: diff the staged actors and world settings between the two builders.
Pawn parked; the bisect numbers are in the task.
The dynamics probe rules out the last structural explanation:
simulate=1 instance=yes profile=PhysicsActor
A normal dynamic actor - and it still travels ~700 cm/s upward with vZ oscillating around zero. So the
teleport is applied to a genuinely dynamic body, which is why not one of the force-shaped settings
(gravity, mass, penetration, spawn height) changed anything.
Recorded with it: the bisect plan for the next pass, because guessing at Chaos internals has stopped being
the cheap option. Spawn the pawn in ReviewMap's empty floor to separate asset from world, and spawn a stock
AWheeledVehiclePawn beside it to separate our setup from the engine's.
Pawn parked; captures unchanged.
Instrumented the movement component so the write is caught at its source rather than inferred from the
actor: a UGigLineVehicleMovement subclass is substituted for the stock component through
AWheeledVehiclePawn::VehicleMovementComponentName, and it logs CreateVehicle(), the first UpdateState and
the component tick.
mover tick: Z 661 -> 1143 -> 1443 -> 1718 ..., output null, wheels 0
physics OFF at 3 s: Z 2247, and it does not move for a whole second afterwards
profile: t=0.25 Z=515 vZ=-8 | t=0.75 Z=920 vZ=-22 | t=1.25 Z=1287 vZ=173
Two conclusions:
1. The mesh's physics state IS what moves the actor - switching physics off freezes it at once.
2. It moves WITHOUT VELOCITY: position rises ~700 cm/s while vZ oscillates around zero. That is a
kinematic teleport, not an impulse and not a force - which is exactly why gravity, mass and
penetration all measured clean. The vehicle-state output is null throughout, so the teleport comes
from the Chaos layer driving the body kinematically while the vehicle itself was never created.
Pawn parked, captures regenerated so the demo stays clean.
Sampled the actor transform immediately before and after Super::Tick on every frame: it never changes
there. The 'inside Super::Tick' line never fires, yet the actor climbs 400-1400 cm/s.
With the earlier results that leaves exactly one consistent candidate: the Chaos movement component's own
tick or its async physics step, outside APawn::Tick. That also explains why SetComponentTickEnabled(false)
did not stop the climb and why the body's reported velocity is ~0 while the actor moves - the movement
component is writing a transform it took from a vehicle state that was never created.
Next step is a subclass of UChaosWheeledVehicleMovementComponent that logs UpdateState /
OnUpdateTransform together with the vehicle-state pointer, so the write is caught at its source rather
than inferred from the actor.
Three more measured facts:
bones VehicleRig root Wheel_FL Wheel_FR Wheel_RL Wheel_RR
setups Wheel_FL Wheel_FR Wheel_RL Wheel_RR -> exact match, mesh suspect ruled out
mover updated=VehicleMesh ticking=1
stop tick disabled at 2.5 s with the actor at Z 2001; at 3.0 s it is at Z 2258
terrain CTF_USE_COMPLEX_AS_SIMPLE with 0 box elements -> no invisible lid to eject from
So the wheel bones are right, there is no proxy collision to fight, and disabling the mover's tick did not
stop the climb. That moves the suspect list to the pawn's own Tick/root: something writes the actor
transform every frame regardless of the physics body, and the 1 cm bounds are its fingerprint.
Pawn parked again; the diagnostic stays.
The motion probe splits the problem in two:
velocity -24, -182, -28 cm/s (a body that cannot climb 9 m in 1.5 s)
mass 1500 kg (the override DID apply)
box 452 x 205 x 40 (correct)
bounds extent 1,1,1 (still degenerate)
actor Z 1393, spawned at 458
The physics body is nearly still while the actor is nine metres above its spawn. So this is not a
force problem at all - it is a transform problem: something writes the actor's transform that is
neither the body's velocity nor our code, which is also what the degenerate bounds are telling us from
the other side.
Next: find who writes that transform. Suspects are the Chaos movement component's UpdateState /
OnUpdateTransform and the component hierarchy - a pawn whose root is the mesh while the physics state
belongs elsewhere behaves exactly like this.
Pawn parked again so the demo stays clean.
Owner review: rows 1, 2 and 3 show the mannequin about 2 cm too high; rows 8 and 9 show nothing wrong.
The staging height moves from 8 cm to 6 cm above the floor plane (floor_z on the mannequin's
sit_on_floor call, which now logs +6.0), and rows 8 and 9 are approved. Rows 1, 2 and 3 go back to
pending with the change noted in the table, since the image is what changed.
Captures regenerated.
Four more things measured instead of guessed:
chassis box 452 x 205 x 40, centre 0,0,-18 -> correct for the car
world gravity global_gravity_z = 0.0, and the character falls normally
spawn height 5 m up: the pawn still climbs, so penetration is not the cause
mass override SetMassOverrideInKg at 0.5 s never logged
The one number that does not fit: the pawn's mesh component reports bounds extent 1,1,1 while
simulating and carrying a 452 cm collision box, and the actor drifts 4.8 m sideways while climbing
with no input. A body that simulates with correct collision but degenerate bounds is not the body the
movement component is driving, so the next question is which component owns it and whether
CreateVehicle() runs at all.
The pawn is parked again; the diagnostic logging stays (it is the tool that produced this), and the
evidence is in the 'Vehicle physics' task.
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.
The pawn was found again after a cleanup removed its staging, and the diagnostic answers the
zero-wheel question with a bigger one: with the pawn present the actor is launched to Z 1993 cm - 18 m
above the ground it stands at 150 - and still reports 0 wheels.
GigLine vehicle diag: mesh=1 simulating=1 physasset=yes setups=4 wheels=0
GigLine vehicle: settled at Z 1993 cm, simulating=1
Wheels are only created inside CreateVehicle() when the physics state produced a vehicle, so the
chassis body is the suspect rather than the wheel setup: PA_Vehicle_Sedan has one box on the root bone,
and a body that starts intersecting geometry is the usual reason a vehicle pawn launches itself.
Parked rather than shipped: the pawn is not staged, the visible car stays as panels, and the physics is
'Vehicle physics - Chaos rig' in TODO.md with the evidence and three concrete steps. The demo no longer
carries an 18 m flying car in its captures.
Owner review of the last set:
1, 2, 8, 9 rejected - 'mannequin still too low'
14 approved, but 'floating, only maybe 2 cm too high'
The mannequin correction had been a no-op: actor bounds on a freshly assigned skeletal mesh read as
zero, so sit_on_floor returned +2 cm while the soles sat level with the floor plane. It is now raised
8 cm, which puts them clearly above it, and the four rows are back to pending for re-review with that
noted.
The player start drops 2 cm (258 -> 256) for row 14.
Also repaired the four table rows: a cell-index mistake in the previous edit had emptied their item
links.
The review notes named the same class of problem in six rows: things sitting a little too low or too
high in the floor. They were all hand-typed staging heights, and every one was wrong by a different
amount - the mannequin's root is not at its soles, the resting cube's origin is not at its base, the
vehicle's wheels are 2 cm below its panel origin.
sit_on_floor() measures the actor's bounds and shifts it so the mesh's lowest point lands 2 cm above
the floor plane, and reports the correction it applied:
MPFB character +2.0 cm
ScaleTest_A -48.0 cm (it was floating)
vehicle wheels +2.0 cm
The DemoMap vehicle shot was rejected as 'no vehicle in the scene': both vehicle cameras were still
aimed at the car's old position, so re-aiming them at Y -1450 brings it back into frame.
Status table notes record each fix; the hero-facade rework and the shadow-compare expectation are
left for the owner's next review.
The road was never mis-modelled: a 279 m strip imports with ONE auto-generated convex hull, and a
convex hull's top is the strip's maximum height. A downward trace therefore landed at 366 cm - a flat
lid about 2 m above the visible road, which sits at roughly 152 cm there. That single fact explains
every failed sidewalk fix, the 'road above its own sidewalk' reading, and why the player always ended
up on Road_Hollywood.
Slicing the road the way the sidewalks already were fixes it, and the cross-section is now continuous:
Terrain_DEM 154
Sidewalk_North_07 158
Road_Hollywood_07 158 (was 366)
Two changes had to land together: the road exported in slices, and the map stopped staging the single
Road_Hollywood asset - which still sat on top of the slices and won every trace until removed.
All 23 captures regenerated; the player and the car both stand on a continuous ground plane.
Three changes close the float:
- The sun went from pitch -74 to -82, so shadows fall under the objects instead of a metre away.
That is what made grounded objects read as hovering, and the judge reacted to it in every run.
- The car is parked on the same sidewalk surface the player stands on (158 cm at this X) rather
than on the carriageway, which the shipped site geometry places ~2 m ABOVE its own pavement - a
data defect still open, but no longer visible in the review shots.
- The player already stands on the sidewalk since Y was moved to -1450.
The wheel and feet captures show the contact: feet and tyres on the pavement with their shadows at
the contact point. judge_screenshot still returns 'floating' for all three, which is advisory only -
AGENTS.md is explicit that it never replaces the human verdict - so it is recorded in the status
table as a disagreement rather than iterated against any further.
All 23 captures are regenerated and awaiting approval.
The player start was at Y -1150, and the north sidewalk slice at that X spans Y -1734..-1182. He was
standing 32 cm south of it, on the roadway - which is why every trace named Road_Hollywood and every
sidewalk fix changed nothing. Moved to Y -1450 and the capsule now rests on the sidewalk:
top surface under player: Z=158 mesh=Sidewalk_North_07 (actor Z 248)
body: mesh bottom 161, capsule bottom 161
The cameras that frame the pawn moved with him, and the car now sits on the measured carriageway at
366 rather than the 342 it had.
The captures still read as floating in the vision judge's opinion, and the table says why honestly:
the placements measure correct, but at this sun angle the shadows fall well away from the objects,
which is what the judge is reacting to.
All 23 captures are regenerated and await a fresh approval.
Two findings, one a bug and one the real cause.
Bug: the far cut of each slice used clear_outer=True, which kept the wrong half, so every 'slice'
still spanned to the end of the street and inherited the same far-away bbox maximum - which is why
slicing appeared to change nothing. Both cuts now keep the middle, and the slices are disjoint:
their tops read 380, 340, 309, 284, 254, 231, 205, 169, 138, 104 cm along the street.
Real cause: at the player's X (-133 m) the sidewalk tops out at 169 cm while Road_Hollywood is at
366 cm. The road is about 2 m ABOVE its sidewalk, so the player lands on the road and no collision
setting on the sidewalk can change that - the sidewalk is not where the street is. The two surfaces
were generated from different elevation passes and no longer meet at the kerb.
That is site-pipeline data, not placement. The next step is to regenerate road and sidewalks from
one elevation pass so they meet at the kerb, which is one export, one import and one 14 s probe now
that the loop is fast.
The ground measurement was the slowest part of every iteration: the game ran until the shell's
timeout because nothing told it to stop. -probes now logs the top surface, the capsule and the
body's lowest point three seconds after spawn and quits on the next tick. A run went from minutes
to 13.7 s, which is the difference between one experiment per turn and one per five minutes.
Also applied set_complex_collision_as_simple to sidewalks and kerbs, as the terrain already had:
it did not make them block, so that flag is not their problem either.
And a correction that matters: the road is 366 and the sidewalk 380 in the shipped map. The 158 cm
I measured earlier came from the site blend's own Z datum, which sits about 2.2 m below the map's
because the terrain was added after that blend was written. So the float is about 14 cm - the
character stands on the road because the sidewalk does not collide - not the metre it looks like
against the kerb.
The site exporter now splits sidewalks and kerbs into ~20 m pieces
(SEGMENTED / SEGMENT_M in Art/blender/site/export_site_fbx.py), 56 slices in all, so each has a
bounding box that means something where it stands instead of reporting the highest point on a
279 m slope. They import and stage (63 site meshes in the demo map).
The hypothesis behind it is dead, and that is the useful part: with the invisible sidewalk
stopgap retired, the player now falls to Road_Hollywood at 366 - the slices do not block either.
So the 279 m aspect ratio was never the cause; a 20 m slice of the same mesh fails identically.
The sidewalk geometry itself is what does not collide, and the next place to look is its shape -
an open surface with no volume, inverted winding or zero-thickness triangles - not the import
flags and not the size.
The stopgap retirement stands: the player walks on the road, which is real geometry that does
collide, rather than on an invisible ledge.