feat(hero): facade rework — inscription, medallions, motto band, banner lettering #39
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@@ -50,6 +50,19 @@ So the wheel bones match, the terrain has no proxy lid, and stopping the mover d
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2. **`UChaosWheeledVehicleMovementComponent::UpdateState` / `OnUpdateTransform`** writing the transform from a vehicle state that was never created (which is also why `CreateVehicle()` yields no wheels).
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3. **The skeletal mesh asset itself** - `SK_Vehicle_Sedan` came from our own FBX pipeline; if its bone layout does not match what the wheel setups name, `CreateVehicle()` bails before creating wheels.
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### Bisect result: the map, not the pawn
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The same pawn, unchanged, in two maps:
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```
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ReviewMap (flat 160 m floor): Z 200 -> 188 -> 174 -> 157 -> 87 vZ -208 -> -663 falls correctly
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DemoMap, on the street: Z 486 -> 920 -> 1126 -> 1385 vZ oscillates ~0 teleports up
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DemoMap, 60 m off the street: Z 291 -> 467 -> 920 -> 1343 vZ +1595 launches
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DemoMap, 25 m above ground: Z 2496 -> 2664 -> 3068 -> 3434 vZ +1509 launches at once
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```
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**So the Chaos rig is fine and `DemoMap` is what breaks it** - at any height, anywhere in that map, and not by contact (25 m in the air launches immediately). The next comparison is between the two maps' world settings and level actors: `ReviewMap` was built by `Tools/ue_build_review_map.py`, `DemoMap` by `Tools/ue_build_demo_map.py`, and the difference that matters is in what one stages and the other does not.
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### Bisect plan for the next pass
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1. Spawn the same pawn in `ReviewMap` (flat 160 m floor, no slices, no UCX ground) and repeat the profile. Flies there too -> the asset/component is at fault. Settles there -> something in `DemoMap` (the UCS slabs, the terrain, or the world settings) drives it.
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@@ -66,6 +79,19 @@ So the wheel bones match, the terrain has no proxy lid, and stopping the mover d
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Split out of `0.3.0` on 2026-11-09 on the owner's instruction: the three hero-facade staging shots (`review-hero-facade-front`, `review-hero-facade-oblique`, `review-hero-portals`) were rejected as "rework needed to match reference", and that is asset work rather than vehicle work.
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### Bisect result: the map, not the pawn
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The same pawn, unchanged, in two maps:
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```
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ReviewMap (flat 160 m floor): Z 200 -> 188 -> 174 -> 157 -> 87 vZ -208 -> -663 falls correctly
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DemoMap, on the street: Z 486 -> 920 -> 1126 -> 1385 vZ oscillates ~0 teleports up
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DemoMap, 60 m off the street: Z 291 -> 467 -> 920 -> 1343 vZ +1595 launches
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DemoMap, 25 m above ground: Z 2496 -> 2664 -> 3068 -> 3434 vZ +1509 launches at once
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```
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**So the Chaos rig is fine and `DemoMap` is what breaks it** - at any height, anywhere in that map, and not by contact (25 m in the air launches immediately). The next comparison is between the two maps' world settings and level actors: `ReviewMap` was built by `Tools/ue_build_review_map.py`, `DemoMap` by `Tools/ue_build_demo_map.py`, and the difference that matters is in what one stages and the other does not.
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### Bisect plan for the next pass
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1. Spawn the same pawn in `ReviewMap` (flat 160 m floor, no slices, no UCX ground) and repeat the profile. Flies there too -> the asset/component is at fault. Settles there -> something in `DemoMap` (the UCS slabs, the terrain, or the world settings) drives it.
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