The Chaos vehicle never existed: ChaosVehiclesPlugin is EnabledByDefault=false and was absent from GigLine.uproject, so FChaosVehicleManager was null and OnCreatePhysicsState skipped CreateVehicle() (read from the engine source). The pawn stayed at setups=4 wheels=0 output=null and the mesh fell back to the regular rigid-body solver, which is what teleported upward. - Enable ChaosVehiclesPlugin in GigLine.uproject. CreateVehicle() now runs: 'wheels 4', 'output present', 'setups=4 wheels=4'. - Drop the constructor's SetSimulatePhysics(true) / collision-profile override: the Chaos movement component drives the mesh through async physics, and forcing the regular solver kept the body out of the vehicle solver. The plugin fix turns the teleport into a stable 'float at Z 545' (540 cm above the floor) in both probe maps - suspension tuning is the next bug.
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.