Two findings, one a bug and one the real cause. Bug: the far cut of each slice used clear_outer=True, which kept the wrong half, so every 'slice' still spanned to the end of the street and inherited the same far-away bbox maximum - which is why slicing appeared to change nothing. Both cuts now keep the middle, and the slices are disjoint: their tops read 380, 340, 309, 284, 254, 231, 205, 169, 138, 104 cm along the street. Real cause: at the player's X (-133 m) the sidewalk tops out at 169 cm while Road_Hollywood is at 366 cm. The road is about 2 m ABOVE its sidewalk, so the player lands on the road and no collision setting on the sidewalk can change that - the sidewalk is not where the street is. The two surfaces were generated from different elevation passes and no longer meet at the kerb. That is site-pipeline data, not placement. The next step is to regenerate road and sidewalks from one elevation pass so they meet at the kerb, which is one export, one import and one 14 s probe now that the loop is fast.
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.