Third fix tried and failed: the terrain staged in the probe map with collision disabled entirely. The pawn still rises (Z 315 -> 421), exactly as with collision enabled. With that, the terrain's convex hull, its collision channel and its collision itself are all eliminated, and the failure survives in a map whose only difference is the presence of a 279 m static mesh. The player is unaffected throughout - re-checked after every attempt, still standing on Sidewalk_North_07 at 157 cm - so nothing in the walkable demo regressed. Deferred rather than guessed, per AGENTS.md: the task is marked deferred with the three failed fixes, the probe workflow and switches a fresh session inherits, and the next question framed precisely - why a map containing a collisionless 279 m static mesh changes a physics body's behaviour, which points at streaming, memory layout or the broadphase rather than at collision authoring. Generated probe levels deleted; the tools stay.
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.