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.
Game
The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.
What gets committed
Config/— engine and project settings, including the quality presets used for release checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.uproject
What does not
Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.
Engine
Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.