The pawn was found again after a cleanup removed its staging, and the diagnostic answers the zero-wheel question with a bigger one: with the pawn present the actor is launched to Z 1993 cm - 18 m above the ground it stands at 150 - and still reports 0 wheels. GigLine vehicle diag: mesh=1 simulating=1 physasset=yes setups=4 wheels=0 GigLine vehicle: settled at Z 1993 cm, simulating=1 Wheels are only created inside CreateVehicle() when the physics state produced a vehicle, so the chassis body is the suspect rather than the wheel setup: PA_Vehicle_Sedan has one box on the root bone, and a body that starts intersecting geometry is the usual reason a vehicle pawn launches itself. Parked rather than shipped: the pawn is not staged, the visible car stays as panels, and the physics is 'Vehicle physics - Chaos rig' in TODO.md with the evidence and three concrete steps. The demo no longer carries an 18 m flying car in its captures.
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.