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.
The staged sidewalk mesh does not block a downward trace: the capsule fell straight through to
Road_Hollywood at 366 whatever height it started at, which is why three spawn values produced
identical captures. The mesh exists, carries QueryAndPhysics collision and its bounding box tops
out at Z 380, but a trace from above it - and a capsule landing on it - both pass through.
Until the kit mesh's own collision is fixed, an invisible 279 x 8.6 x 0.08 m cube supplies the
surface: top at Z 380, hidden in game, BlockAll. Verified in the same run that used to report the
road:
top surface under player: Z=380 actor=StaticMeshActor_52 mesh=Cube
foot Visibility: actor Z 470, feet 382, hit Z 380
So the capsule now rests on the pavement 2 cm above its surface.
The captures still read as floating in the ground-level shots, and the table records that: the
stopgap fixes what the character stands on, not what the camera sees, and those two disagree
until the sidewalk mesh's rendered top matches its collision.
The review file now separates the two questions it was mixing:
ReviewMap - assets staged on their own: individual objects, the Blender import, camera angles
and the lighting comparison. Nothing from the game map is involved.
DemoMap - the actual game map in development: street, buildings, player, vehicle in place.
One status table at the top covers both parts, with a Part column, and remains the only place
approval and issue notes are recorded. Between them sits the Blender-vs-UE comparison, which now
pairs ReviewMap captures as well as DemoMap ones, followed by the ReviewMap image grid and the
existing in-game shot sections.
Tools/ue_build_review_map.py also stages the LATEST vehicle assets (five systems plus the hatch
paint) and two new cameras - a three-quarter view of the car and a ground-level look at the
character's feet - so the staging map never drifts from what the Blender tools last produced.
Tools/render_screenshots.sh gained a second capture pass that renders ReviewMap into
Screenshots/review/, after the demo collection because that pass clears the engine's screenshot
folder.