Commit Graph
7 Commits
Author SHA1 Message Date
zwitschi d1636f6986 test(vehicle): it is a kinematic teleport, not a force - and that is why every force test was clean
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.
2026-11-09 21:51:52 +01:00
zwitschi 0f059a5c93 test(vehicle): bones match, terrain has no lid, and stopping the mover does not stop the climb
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.
2026-11-09 21:41:36 +01:00
zwitschi f29d9d7e49 test(vehicle): the chassis box and the gravity are both innocent
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.
2026-11-09 21:06:26 +01:00
zwitschi cc57ad6c02 feat(vehicle): front and rear wheel classes, so Chaos has parameters to build from
Chaos reads steering and drive flags from the wheel object a setup points at, and the first
attempt pointed every setup at the base UChaosVehicleWheel. Dedicated front and rear classes
carry the modelled dimensions (radius 33 cm, width 22 cm), steering on the front axle, drive
on the rear, and the suspension travel - which is also how Unreal's own vehicle template is
organised.

Compiles clean. Not yet verified in a run: the drive test did not log the vehicle this time,
so whether the wheel count changes from 0 is still unproven and recorded as such rather than
claimed.
2026-11-09 16:32:25 +01:00
zwitschi 627737062b test(vehicle): a review shot, and the judge that proves the car is missing
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.
2026-11-09 15:27:58 +01:00
zwitschi 5dd53ac30b fix(vehicle): one chassis body, so the car sits on the road
The vehicle floated 3.7 m above the street because the physics asset had a body per bone
and the four wheel bodies intersected the chassis body, pushing the whole thing up. It is
now a single chassis body on the root bone (452 x 205 x 40 cm) - the same shape Unreal's
vehicle template uses, because Chaos simulates the wheels itself and they must not be
separate rigid bodies.

Settle check, same spawn point:
  before: settled at Z 494 cm
  after:  settled at Z 119 cm

Added -drivetest, which holds full throttle for 3 s and reports speed and distance. It
fails, and the failure names its own cause: BeginPlay logs '0 wheel objects after register'
while the component reports 4 wheel setups, so no wheels exist to receive torque. Recorded
in TODO.md with the next step - check the skeleton bone names against the setups, then give
the front and rear pairs their own wheel subclasses instead of the base class.
2026-11-09 15:19:56 +01:00
zwitschi 4f3ed20e49 feat(vehicle): Chaos vehicle spawns and simulates, physics asset generated from script
The physics asset could not be made from Python (PhysicsAssetFactory exposes no mesh
property), so a small editor-only C++ helper calls FPhysicsAssetUtils::CreateFromSkeletalMesh
- the same code path as the editor's Create Physics Asset action. It produces
PA_Vehicle_Sedan with 6 bodies and assigns it to SK_Vehicle_Sedan.

AGigLineVehicle is a Chaos wheeled pawn that configures its four wheels from the modelled
dimensions (radius 33 cm, wheelbase 278, track 156) and is staged in DemoMap. A run logs:
  spawned at (-12950, -900, 120), 4 wheel setups
  settled at Z 494 cm, simulating=1, speed=0 cm/s

That last line is the defect and it is not hidden: the vehicle rests 3.7 m above the road,
so the generated physics bodies do not match the mesh. Recorded in TODO.md with the next
step - inspect the bodies against the mesh, then either fix the creation params or author
two boxes and four wheel spheres explicitly.
2026-11-09 15:14:49 +01:00