Two cameras were added at pavement height - one on the feet, one on the wheels - because the wide shots cannot settle whether anything touches the surface. The feet shot settled it, and not the way I expected. Lowering the player start from 455 to 395 changed NOTHING in the capture: same framing, same float. The capsule falls onto the collider and always rests at Z 456 with its feet at 369, while the rendered pavement is about a metre lower. So the float is not a spawn-height problem, and no amount of tuning player_z will fix it: the sidewalk's collision extends above its visible top, and the player stands on an invisible ledge. The earlier 'top surface under player: Z 366' measurement was not wrong - it was measuring the collider, which is the thing that is in the wrong place. Next: measure the sidewalk mesh's rendered top against its collider and fix the asset, not the spawn. Also pulled the wheel camera back; it had been inside the bodywork.
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.