The player never fell through - it stood on an invisible 8 m box. The imported Terrain_DEM carried only a bounding-box simple collision proxy, so every downward trace in the block hit Demo_Terrain_DEM at Z 819 (the mesh bbox max) and the road/sidewalk underneath were unreachable. The view from up there looked plausible, which is why it read as working. - add UGigLineAssetTools (C++): set complex-as-simple collision on a static mesh; UE 5.8 exposes ECollisionTraceFlag, not bUseComplexAsSimpleCollision, and Python cannot set it at all. - builder forces + saves the terrain asset as complex-as-simple (the flag lives on the asset, so saving only the .umap loses it). - spawn (-13336, -1150, 600): inside the carved corridor; lands on the road at Z 456 (feet 368 on road top 366). - HighResShot 1280x720, not "1280 720" (that is multiplier 1280). - keep SIM + single ground-probe diagnostics (TEMP QA).
328 KiBLFS
328 KiBLFS