Three spawn heights - 455, 395, 469 - produced identical captures, and the in-game probe names the surface every time: mesh=Road_Hollywood at Z 366. The north sidewalk exists, carries collision and its top is Z 380, so the character stands 14 cm BELOW the pavement and reads as floating against the kerb; its shadow falls on the road because the road is genuinely lower. That is why lowering the spawn changed nothing: the capsule falls through to the road whatever height it starts at. The question left is the player start's XY footprint, not its Z - the sidewalk is right there but the capsule never lands on it. Player start set to 469 (sidewalk top 380 + capsule half 88 + 1) so that, once the footprint is fixed, the height is already right.
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.