Two measurement errors found and corrected before drawing any conclusion:
- the vehicle pawn had been dropped from the map by an earlier cleanup; it is staged again
- wheels are created in CreateVehicle(), i.e. when the physics state is built, so counting
them in BeginPlay always read zero regardless
Measured once physics exists, the count is still **0**, and the bone theory is dead: the
skeleton has Wheel_FL/FR/RL/RR at indices 2-5 and every setup resolves to its bone.
CreateWheels() runs only inside CreateVehicle() when PVehicleOutput is valid, so a zero count
means the physics state never produced a vehicle - the problem is upstream of the wheel config,
in the physics asset or the way the skeletal mesh binds it, not in the wheel setups.
Also logged at the settle check: the pawn's own downward trace reports ground at Z 152 while
the visible car's panels stand on a road of 366, so the pawn and the visible car may not be in
the same place at all - worth checking before anything else.
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.