The Chaos vehicle never existed: ChaosVehiclesPlugin is EnabledByDefault=false and
was absent from GigLine.uproject, so FChaosVehicleManager was null and
OnCreatePhysicsState skipped CreateVehicle() (read from the engine source). The
pawn stayed at setups=4 wheels=0 output=null and the mesh fell back to the regular
rigid-body solver, which is what teleported upward.
- Enable ChaosVehiclesPlugin in GigLine.uproject. CreateVehicle() now runs:
'wheels 4', 'output present', 'setups=4 wheels=4'.
- Drop the constructor's SetSimulatePhysics(true) / collision-profile override: the
Chaos movement component drives the mesh through async physics, and forcing the
regular solver kept the body out of the vehicle solver.
The plugin fix turns the teleport into a stable 'float at Z 545' (540 cm above the
floor) in both probe maps - suspension tuning is the next bug.