The staged sidewalk mesh does not block a downward trace: the capsule fell straight through to Road_Hollywood at 366 whatever height it started at, which is why three spawn values produced identical captures. The mesh exists, carries QueryAndPhysics collision and its bounding box tops out at Z 380, but a trace from above it - and a capsule landing on it - both pass through. Until the kit mesh's own collision is fixed, an invisible 279 x 8.6 x 0.08 m cube supplies the surface: top at Z 380, hidden in game, BlockAll. Verified in the same run that used to report the road: top surface under player: Z=380 actor=StaticMeshActor_52 mesh=Cube foot Visibility: actor Z 470, feet 382, hit Z 380 So the capsule now rests on the pavement 2 cm above its surface. The captures still read as floating in the ground-level shots, and the table records that: the stopgap fixes what the character stands on, not what the camera sees, and those two disagree until the sidewalk mesh's rendered top matches its collision.
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.