Files
gig-line/Game
zwitschi 348ed1ac69 test(vehicle): the writer is not in the pawn's tick
Sampled the actor transform immediately before and after Super::Tick on every frame: it never changes
there. The 'inside Super::Tick' line never fires, yet the actor climbs 400-1400 cm/s.

With the earlier results that leaves exactly one consistent candidate: the Chaos movement component's own
tick or its async physics step, outside APawn::Tick. That also explains why SetComponentTickEnabled(false)
did not stop the climb and why the body's reported velocity is ~0 while the actor moves - the movement
component is writing a transform it took from a vehicle state that was never created.

Next step is a subclass of UChaosWheeledVehicleMovementComponent that logs UpdateState /
OnUpdateTransform together with the vehicle-state pointer, so the write is caught at its source rather
than inferred from the actor.
2026-11-09 21:44:17 +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.