Devlog · tag
interiors
3 entries tagged “interiors”.
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Clearance
Grass growing through the ground floor of walk-in houses in Unreal Engine 5.8, because the floor sits a few centimetres below the landscape and the grass blades are 35 cm tall; also a new estate with no navmesh at all, front gardens sealed off by the agent radius, benches imported facing backwards, a D3D12 "Too many residency sets" crash on loading a World Partition map twice, and a player left lying on a cell bed forever.
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Under the Carpet
Ground-floor rooms in Unreal Engine 5.8 show grass or grey speckle through the floor because the house sits a few centimetres below the landscape; also a MetaHuman whose belly will not shrink from the side because the body is baked into the rig, tattoos that render as scattered fragments under a masked material, and Play In Editor crawling at 1 fps with VolumetricCloudShadow taking 668 ms a frame.
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Signs in Mid-Air
Fitting out the bookies on the corner - carpet, wallpaper, a lowered branded ceiling raft, a counter and two fruit machines - and the four traps that made it take twice as long. A centre-pivot cube that threw the ceiling signage into mid-air, a rug that shipped as the engine checkerboard while every readback insisted it was perfect, a second run that refused to wallpaper the walls it had just papered, and an editor that reported an actor missing right up until two of them turned up in play.