Devlog · tag
line-trace
3 entries tagged “line-trace”.
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Crosshair First
An interaction line trace in Unreal Engine 5.8 that starts at eye height instead of the camera and misses small objects under the crosshair, a grow lamp that looks lit at start because another actor's BeginPlay resets it under World Partition, pressing E with a full hand silently destroying the held item, and a translucent ghost that is invisible at 5% opacity and darkens the room instead of glowing.
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Bottles at Attention
Street litter placed by script stood to attention like a parade and hovered above the pavement. The obvious "is it tall, then lay it down" test passed the very bug it was written to catch, and the obvious verifier reported the street as 100 percent clean while it was still wrong. The rule that actually works is shortest-local-axis-vertical, and the day ended with a second lesson about surveys that lie differently at every resolution.
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Seven Metres Above the Road
A town bus that hovered over its own route and froze behind pedestrians turned out to be three unrelated faults - a baked height array that had gone stale under a re-carved road, an interpolation target twelve metres too far ahead, and two waiting conditions with no timeout. Includes the ground-trace fix that looked obvious and turned out to be impossible.