The dynamics probe rules out the last structural explanation: simulate=1 instance=yes profile=PhysicsActor A normal dynamic actor - and it still travels ~700 cm/s upward with vZ oscillating around zero. So the teleport is applied to a genuinely dynamic body, which is why not one of the force-shaped settings (gravity, mass, penetration, spawn height) changed anything. Recorded with it: the bisect plan for the next pass, because guessing at Chaos internals has stopped being the cheap option. Spawn the pawn in ReviewMap's empty floor to separate asset from world, and spawn a stock AWheeledVehiclePawn beside it to separate our setup from the engine's. Pawn parked; captures unchanged.
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.