Files
gig-line/Game
zwitschi 5e328f5d3e fix(vehicle): enable ChaosVehiclesPlugin so the Chaos vehicle is actually created
The Chaos vehicle never existed: ChaosVehiclesPlugin is EnabledByDefault=false and
was absent from GigLine.uproject, so FChaosVehicleManager was null and
OnCreatePhysicsState skipped CreateVehicle() (read from the engine source). The
pawn stayed at setups=4 wheels=0 output=null and the mesh fell back to the regular
rigid-body solver, which is what teleported upward.

- Enable ChaosVehiclesPlugin in GigLine.uproject. CreateVehicle() now runs:
  'wheels 4', 'output present', 'setups=4 wheels=4'.
- Drop the constructor's SetSimulatePhysics(true) / collision-profile override: the
  Chaos movement component drives the mesh through async physics, and forcing the
  regular solver kept the body out of the vehicle solver.

The plugin fix turns the teleport into a stable 'float at Z 545' (540 cm above the
floor) in both probe maps - suspension tuning is the next bug.
2026-11-10 16:39:42 +01:00
..

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 checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.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.