The probe was armed from BeginPlay but the delay was lost when I removed the dead block, so it never ran. Armed properly, three seconds after spawn, from the capsule's feet, on three channels: GigLine foot Visibility after settling: actor Z 456, feet 369, hit Z 366 The character stands 3 cm above the road - the capsule skin - and the car sits at 367 on the same measured surface with the model grounded on its wheels in Blender. Both previous hand-tuned values were wrong, and wrong in opposite directions: the player start did not need 561 (the capsule settles at 456), and the car had been placed at 342, 24 cm INTO the road, compensating for the wheel-grounding error that is now fixed. That is the cost of tuning against a measurement taken while the pawn was still falling.
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.