The ground measurement was the slowest part of every iteration: the game ran until the shell's timeout because nothing told it to stop. -probes now logs the top surface, the capsule and the body's lowest point three seconds after spawn and quits on the next tick. A run went from minutes to 13.7 s, which is the difference between one experiment per turn and one per five minutes. Also applied set_complex_collision_as_simple to sidewalks and kerbs, as the terrain already had: it did not make them block, so that flag is not their problem either. And a correction that matters: the road is 366 and the sidewalk 380 in the shipped map. The 158 cm I measured earlier came from the site blend's own Z datum, which sits about 2.2 m below the map's because the terrain was added after that blend was written. So the float is about 14 cm - the character stands on the road because the sidewalk does not collide - not the metre it looks like against the kerb.
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.