Devlog · tag
crash
4 entries tagged “crash”.
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Editor Yours
Staged NPCs never appear in PIE because they were parked outside World Partition streaming range; a seated taxi driver's head pokes 70 cm through the car roof because the sit clip's root track is lifted and the mesh stops ticking beyond 45 m; PIE crashes with "D3D12Util.cpp:815 Out of video memory" after r.Streaming.FullyLoadUsedTextures 1 while Windows runs out of commit; and a framing check reports a person in shot when the screenshot shows only a wall, in Unreal Engine 5.8.
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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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Residents Only
A character's animation is assigned but the body stands frozen in the reference pose because its component tick is disabled in Unreal Engine 5.8; a hotel placed on a hillside floats in mid-air because the ground check only looked one way; "Hit D3D12 device limits on descriptors when attempting to allocate larger descriptor heap of size 1000000" when importing materials with a big World Partition map loaded; a new road's dry run reports a 10 m fill bank; and an injured driver is drawn a metre under the road.
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Shuffle Turns
A MetaHuman walk clip that made two snooker players walk 20 cm crouched because it carried another body's bone lengths, a turn-in-place animation whose planted foot skated 20-70 cm because the clip was a shuffle, a one-metre teleport at every corner of an offset path, and an Unreal Engine 5.8 editor crash in USoundCue::Parse from a SoundNodeRandom whose child_nodes were set from Python.