Two more probes, both negative: --novehmover movement component tick disabled from the constructor -> the pawn still rises overlaps GetOverlappingComponents at spawn -> 0 components So it is not the Chaos movement component, and the body is not inside anything, at any height. With the velocity clamped to zero, the mover disabled, zero overlaps and a correct dynamic body, the transform is still written every frame - in DemoMap only. That is the limit of targeted probing. The remaining path is systematic rather than clever: rebuild DemoMap in a fresh empty level and add one group of staged content at a time, running the pawn profile after each, until it starts rising. Five or six runs name the actor or mesh; guessing at engine internals has not, in ten probes. The probes stay in the tree as switches: -probes (all diagnostics), -novehmover, -profile, plus the velocity clamp and overlap list. They cost nothing when unused.
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.