feat(hero): facade rework — inscription, medallions, motto band, banner lettering #39
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@@ -91,7 +91,25 @@ void AGigLineVehicle::ConfigureWheels()
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void AGigLineVehicle::BeginPlay()
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{
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Super::BeginPlay();
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ConfigureWheels();
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// Wheel objects do not exist until the component is registered, so the per-wheel
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// flags set in the constructor went nowhere - which is why the drive test measured
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// zero speed with throttle held. Apply them again now that they exist, and give the
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// engine a torque curve to actually make force.
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if (UChaosWheeledVehicleMovementComponent* Movement =
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Cast<UChaosWheeledVehicleMovementComponent>(GetVehicleMovementComponent()))
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{
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ConfigureWheels();
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Movement->EngineSetup.MaxTorque = 500.0f;
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Movement->EngineSetup.MaxRPM = 6000.0f;
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Movement->EngineSetup.EngineIdleRPM = 900.0f;
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Movement->TransmissionSetup.bUseAutomaticGears = true;
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Movement->TransmissionSetup.FinalRatio = 3.5f;
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Movement->SetThrottleInput(0.0f);
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UE_LOG(LogTemp, Warning,
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TEXT("GigLine vehicle: %d wheel objects after register, torque %.0f"),
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Movement->Wheels.Num(), Movement->EngineSetup.MaxTorque);
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}
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UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: spawned at (%.0f, %.0f, %.0f), %d wheel setups"),
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GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z,
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GetVehicleMovementComponent()
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@@ -107,6 +125,35 @@ void AGigLineVehicle::Tick(float DeltaSeconds)
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// One settled-state report: proves the physics body exists, is simulating, and has
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// come to rest on the road rather than falling through it. Everything else about the
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// driving behaviour is measured later; this is the "is it real" check.
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// `-drivetest`: hold full throttle from 1 s to 4 s and report the result. A vehicle
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// that spawns is not a vehicle that drives.
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if (FParse::Param(FCommandLine::Get(), TEXT("drivetest")))
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{
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DriveElapsed += DeltaSeconds;
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if (UChaosVehicleMovementComponent* Movement = GetVehicleMovementComponent())
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{
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if (DriveElapsed > 1.0f && DriveElapsed < 4.0f)
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{
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Movement->SetThrottleInput(1.0f);
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}
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else if (DriveElapsed >= 4.0f && !bDriveReported)
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{
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Movement->SetThrottleInput(0.0f);
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bDriveReported = true;
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const float SpeedCm = Movement->GetForwardSpeed();
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const float TravelledM = FVector::Dist2D(GetActorLocation(), DriveStart) / 100.f;
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UE_LOG(LogTemp, Warning,
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TEXT("GigLine vehicle DRIVETEST speed=%.0f cm/s (%.1f km/h), travelled %.1f m -> %s"),
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SpeedCm, SpeedCm * 0.036f, TravelledM,
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(SpeedCm > 200.f && TravelledM > 1.0f) ? TEXT("PASS") : TEXT("FAIL"));
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}
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}
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}
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if (DriveStart.IsZero() && DriveElapsed > 1.0f)
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{
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DriveStart = GetActorLocation();
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}
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SettleElapsed += DeltaSeconds;
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if (!bSettleReported && SettleElapsed > 3.0f)
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{
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@@ -36,6 +36,10 @@ private:
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/** Configure the Chaos wheels from the modelled dimensions. */
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void ConfigureWheels();
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float DriveElapsed = 0.f;
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bool bDriveReported = false;
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FVector DriveStart = FVector::ZeroVector;
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float SettleElapsed = 0.f;
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bool bSettleReported = false;
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};
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@@ -5,6 +5,10 @@
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#include "Engine/SkeletalMesh.h"
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#include "PhysicsAssetUtils.h"
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#include "PhysicsEngine/PhysicsAsset.h"
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#include "PhysicsEngine/BodySetup.h"
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#include "PhysicsEngine/SkeletalBodySetup.h"
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#include "Engine/SkeletalMesh.h"
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#include "UObject/Package.h"
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#endif
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@@ -28,34 +32,32 @@ UPhysicsAsset* UGigLineVehicleBuilder::BuildPhysicsAsset(USkeletalMesh* Mesh,
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}
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UPhysicsAsset* PhysicsAsset = NewObject<UPhysicsAsset>(Package, *AssetName,
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RF_Public | RF_Standalone | RF_Transactional);
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if (!PhysicsAsset)
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{
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UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: could not create %s"), *FullName);
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return nullptr;
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}
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// Boxes on the five bones: a root box and four wheel capsules is what a car needs;
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// per-bone hulls from a 500-triangle mesh would add cost for nothing.
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FPhysAssetCreateParams Params;
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Params.MinBoneSize = 1.0f;
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Params.GeomType = EFG_Box;
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Params.bCreateConstraints = true;
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// Every bone gets a body: the vehicle has exactly five bones (root plus four
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// wheels) and each one needs collision, so filtering by bone size only produced a
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// single root body.
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Params.bBodyForAll = true;
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Params.bWalkPastSmall = false;
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Params.bDisableCollisionsByDefault = true;
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// ONE body on the chassis bone, which is what Unreal's own vehicle template uses.
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// The first attempt let FPhysicsAssetUtils build a body per bone and the car settled
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// 3.7 m above the road: the four wheel bodies were intersecting the chassis body and
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// pushing the whole vehicle up. Chaos drives the wheels itself, so they must not be
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// separate rigid bodies here.
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const FBoxSphereBounds Bounds = Mesh->GetBounds();
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const FVector Extent = Bounds.BoxExtent;
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const FName ChassisBone(TEXT("root"));
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FText Error;
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const bool bOk = FPhysicsAssetUtils::CreateFromSkeletalMesh(
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PhysicsAsset, Mesh, Params, Error, /*bSetToMesh=*/true, /*bShowProgress=*/false);
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if (!bOk)
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{
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UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: physics asset build failed: %s"),
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*Error.ToString());
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return nullptr;
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}
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USkeletalBodySetup* Body = NewObject<USkeletalBodySetup>(PhysicsAsset, ChassisBone,
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RF_Public | RF_Transactional);
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Body->BoneName = ChassisBone;
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// A box slightly under the mesh bounds: a body that is exactly the bounds sits on the
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// ground plane and reads as floating because the mesh has wheels below the sills.
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FKBoxElem Box;
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Box.X = Extent.X * 1.9f;
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Box.Y = Extent.Y * 1.8f;
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Box.Z = Extent.Z * 0.55f;
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Box.Center = FVector(0.f, 0.f, -Extent.Z * 0.25f);
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Body->AggGeom.BoxElems.Add(Box);
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PhysicsAsset->SkeletalBodySetups.Add(Body);
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UE_LOG(LogTemp, Warning,
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TEXT("GigLine vehicle: chassis body %.0f x %.0f x %.0f cm on bone '%s'"),
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Box.X, Box.Y, Box.Z, *ChassisBone.ToString());
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PhysicsAsset->MarkPackageDirty();
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UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: physics asset %s with %d bodies"),
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@@ -16,11 +16,10 @@ Actionable task list for this project. This file is the single, central place fo
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- [A] Model one vehicle in Blender with collision meshes; export to Unreal. **Model done** (`Tools/vehicle_build.py` → `Art/blender/vehicle/gigline-sedan.blend`, preview in `Art/blender/vehicle/preview.png`): 4.72 x 1.80 x 1.44 m, 2.78 m wheelbase, 1.62 m track, 0.33 m wheels, 252 triangles, four `UCX_` convex hulls. Dimensions come from real sedan figures and are logged to the report, so the vehicle config can read them rather than restating them. - **Imported into Unreal** (`Tools/ue_vehicle_import.py` → `/Game/Hollywood/Vehicle`), split per the vehicle-artist object split: `SM_Vehicle_Body` (3 slots, 4.76 x 1.76 x 1.28 m), `SM_Vehicle_Glass`, `SM_Vehicle_Light_Front`, `SM_Vehicle_Light_Rear`, `SM_Vehicle_Mirrors`, and one `SM_Vehicle_Wheel` (0.22 x 0.66 x 0.66 m) reused four times. The body FBX carries the `UCX_` hulls as simple collision.
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- **LODs cut for real:** decimating the duplicate gives LOD1 at 38 triangles and LOD2 at 14, against 132 for LOD0. The first attempt duplicated the shell unchanged and produced 84-triangle LODs that saved nothing - worth remembering as the failure mode of a "LOD" step nobody measures.
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- **LOD group wiring is open:** `StaticMeshEditorSubsystem.import_lod` is unavailable in a headless commandlet (`get_editor_subsystem` returns None), so the LOD meshes import as their own assets and the group still needs an editor session.
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- [~] Set up Chaos Vehicle with wheel and physics configuration. **The vehicle spawns, simulates and has its four wheel setups; it does not yet sit on the road.**
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- **Physics asset generated from script.** `unreal.PhysicsAssetFactory` exposes no mesh property, so `UGigLineVehicleBuilder::BuildPhysicsAsset` (C++, editor-only) calls `FPhysicsAssetUtils::CreateFromSkeletalMesh`. Result: `PA_Vehicle_Sedan` with **6 bodies**, assigned to `SK_Vehicle_Sedan`.
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- **Vehicle class in place.** `AGigLineVehicle` (Chaos wheeled pawn) configures four wheel setups from the modelled dimensions — radius 33 cm, wheelbase 278 cm, track 156 cm — and is staged in DemoMap as `Demo_Vehicle_Sedan`. A run logs `spawned at (-12950, -900, 120), 4 wheel setups`.
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- **Defect:** it settles at **Z 494 cm** instead of road level (spawned at 120). The physics bodies do not match the mesh, or the car is resting on its own collision boxes — 3.7 m of lift is exactly the kind of thing `bBodyForAll` with generated boxes produces when the boxes are built from the wrong bone extents.
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- **Next:** inspect `PA_Vehicle_Sedan`'s bodies against the mesh (root box should be ~4.7 x 1.8 x 0.5 m, wheels ~0.66 m), then fix the creation params or replace the auto bodies with two explicit boxes plus four wheel spheres.
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- [~] Set up Chaos Vehicle with wheel and physics configuration. **It sits on the road now; it does not drive yet.**
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- **Fixed the floating:** the physics asset had a body per bone, and the four wheel bodies intersected the chassis body and pushed the car 3.7 m up. It is now a **single chassis body** on the `root` bone (452 x 205 x 40 cm), which is what Unreal's own vehicle template uses - Chaos simulates the wheels itself, they must not be separate rigid bodies. Settle check: **Z 119 cm** at a spawn of 120 (was 494).
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- **Drive test fails, with a specific cause:** `-drivetest` holds full throttle for 3 s and reports speed and distance. Result: `speed=0 cm/s, travelled 2.2 m -> FAIL`, and BeginPlay logs **`0 wheel objects after register`** while the component reports 4 wheel setups. The setups exist but no wheels are created from them, so there is nothing to apply torque to.
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- **Next:** confirm the skeleton's bone names match the setups (`Wheel_FL`, `Wheel_FR`, `Wheel_RL`, `Wheel_RR`) - a name mismatch silently produces zero wheels - and give the front and rear pairs their own `UChaosVehicleWheel` subclasses rather than the base class, which is what the setups point at today.
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- **Also open:** LOD group wiring, enter/exit, driving route, handling.
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- [ ] Implement enter/exit interaction.
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- [ ] Build a closed driving route with boundaries.
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