Files
gig-line/Game
zwitschi f29d9d7e49 test(vehicle): the chassis box and the gravity are both innocent
Four more things measured instead of guessed:

  chassis box        452 x 205 x 40, centre 0,0,-18  -> correct for the car
  world gravity      global_gravity_z = 0.0, and the character falls normally
  spawn height       5 m up: the pawn still climbs, so penetration is not the cause
  mass override      SetMassOverrideInKg at 0.5 s never logged

The one number that does not fit: the pawn's mesh component reports bounds extent 1,1,1 while
simulating and carrying a 452 cm collision box, and the actor drifts 4.8 m sideways while climbing
with no input. A body that simulates with correct collision but degenerate bounds is not the body the
movement component is driving, so the next question is which component owns it and whether
CreateVehicle() runs at all.

The pawn is parked again; the diagnostic logging stays (it is the tool that produced this), and the
evidence is in the 'Vehicle physics' task.
2026-11-09 21:06:26 +01:00
..

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 checks
  • Source/ — C++ modules
  • Content/ — 0.1.0 map, materials, meshes; LFS-tracked
  • GigLine.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.