The earlier 'ground 366 against an actor at 561' reading was taken in BeginPlay, while the pawn is still at its spawn height and falling - so it described the surface far below a falling capsule, not a float. That number drove two hand-tuned Z values (561 for the player start, 342 for the car) on the strength of a measurement taken at the wrong moment. The probe now runs three seconds after spawn, traces from the capsule's feet rather than the actor origin, and reports three channels with the actor and component each hits. A multi-channel probe at spawn showed every channel hitting the same StaticMeshActor at 366, which is consistent with the falling-pawn explanation rather than with missing sidewalk collision. Not yet read back: the last two game runs produced no log output at all, so the settled numbers are unverified and recorded as such.
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.