Devlog · tag
burglary
2 entries tagged “burglary”.
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Last Known
NPC enters a chase state and runs at full speed in the wrong direction because its daily schedule keeps re-issuing its move; a caught player is caught again every ten seconds because Cooldown flips back to Chasing in the same frame; a stand-in body wearing a gang member's look is counted as him; the runtime navmesh is empty for ten minutes after load_level; MetaHuman heads float off posed bodies in the editor; and PIE crashes with "Too many residency sets" in Unreal Engine 5.8.
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Nobody Home
A placement probe reports 46 blocked spots and a landscape wedge in a cellar that are both HLOD collision; a mirrored terrace house is read as un-mirrored because its mesh name ends in _M_BD; a break-in mission never starts and logs "ready 0 place -1" because the house is bound to a point-sized TargetPoint; skin shows through MetaHuman gloves on curled fingers; name badges mount back to front after FBX import; and Interchange logs "cannot merge bone tree with the existing skeleton" while the import script says it saved, in Unreal Engine 5.8.