The physics asset could not be made from Python (PhysicsAssetFactory exposes no mesh property), so a small editor-only C++ helper calls FPhysicsAssetUtils::CreateFromSkeletalMesh - the same code path as the editor's Create Physics Asset action. It produces PA_Vehicle_Sedan with 6 bodies and assigns it to SK_Vehicle_Sedan. AGigLineVehicle is a Chaos wheeled pawn that configures its four wheels from the modelled dimensions (radius 33 cm, wheelbase 278, track 156) and is staged in DemoMap. A run logs: spawned at (-12950, -900, 120), 4 wheel setups settled at Z 494 cm, simulating=1, speed=0 cm/s That last line is the defect and it is not hidden: the vehicle rests 3.7 m above the road, so the generated physics bodies do not match the mesh. Recorded in TODO.md with the next step - inspect the bodies against the mesh, then either fix the creation params or author two boxes and four wheel spheres explicitly.
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.