Files
gig-line/Game
zwitschi 927e9376a8 fix(vehicle): set PhysicsType=Simulated so the chassis body simulates
The physics asset body was missing PhysicsType. BuildPhysicsAsset created the
USkeletalBodySetup with a box but never set Body->PhysicsType, leaving it
PhysType_Default ('follow owner'). The base AWheeledVehiclePawn sets
Mesh->BodyInstance.bSimulatePhysics=false (the Chaos async solver drives it), so
'follow owner' meant the chassis never simulated - the vehicle sat frozen at
spawn (simulating=0) and -drivetest reported speed=0 travelled=0.

Set Body->PhysicsType = EPhysicsType::PhysType_Simulated. Result: simulating=1,
settled at Z 77 cm, and the drive test moves the car (36.3 m). It drives backwards
(-96.5 km/h) - the next bug is the reverse direction, not the physics setup.
2026-11-10 18:26:03 +01:00
..

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 checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.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.