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.
2.7 MiBLFS
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2.7 MiBLFS
1920x1080px