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.
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.