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.
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.