Both floats had different causes and both were measured. Character: the player start sat at Z 600 while the capsule settles at Z 561 on this pavement - the QA self-test has been reporting that settle height all along - so the soles hung 39 cm in the air. The start now uses the measured 561. Car: the template's lowest geometry is exhaust and underbody, so grounding the model on its whole bounding box left the tyres 4 cm above the origin. It is grounded on its WHEELS now. The staged height is 342 rather than the traced road height of 366, because at 367 the render still showed a gap: the trace and the visible road mesh disagree by about 25 cm at that spot, and the number is recorded as empirical rather than derived. Also adds a foot-contact log to the character at BeginPlay (actor Z, ground, capsule half, mesh bottom, gap) so the next float is a measurement rather than a look.
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.