Three hypotheses tested and ruled out, each with its own run: spawn level with the road -> actor climbs to Z 1993 spawn 1.2 m above the road -> climbs to 2131 visual panels' collision removed -> climbs to 2066 So neither the spawn penetration nor the panels' overlap is pushing the pawn up; the force is inside the vehicle. With zero wheels there is no suspension to blame either, which leaves the chassis body itself - its box size against the mesh bounds, or the skeletal mesh's own collision fighting the physics asset body. The pawn is parked again so the demo carries no 18 m flying car, and the ruled-out list is recorded in the 'Vehicle physics' task next to the two remaining suspects.
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.