Chaos drives a skeletal mesh, so the static system split was not drivable on its own. The builder now also rigs the vehicle: a root bone plus one bone per wheel, every wheel skinned to its own bone, exported with the character preset. SK_Vehicle_Sedan imports with SK_Vehicle_Sedan_Skeleton (508 triangles). Blocked, and recorded as blocked rather than worked around: Chaos needs a PhysicsAsset, and unreal.PhysicsAssetFactory in 5.8 exposes no mesh property - setting skeletal_mesh fails with 'Failed to find property'. Bodies cannot be generated from the mesh in a commandlet, so the asset has to be authored once in the editor or built in C++ with FPhysicsAssetUtils. Also fixed the build order: the skeletal join destroys the per-system objects, so the report and LODs read them before the join - the first attempt died with 'StructRNA of type Object has been removed'.
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.