Devlog · tag
materials
13 entries tagged “materials”.
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Downwind
Street litter in Unreal Engine 5.8 that blows with the live wind speed and direction and stops against the kerb, a write_graph_dsl call that silently wrote nothing because an IsValid macro sat mid-function, an otter that looked invisible in PIE because the capture camera was inside the riverbank, a salmon texture that came out grey and flat and a Python hash() seed that changed every run, NPC schedules that differ by day of the week, and virtual shadow maps that drew no shadows in PIE.
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Reachable
Thirty collectible treasures in an Unreal Engine 5.8 cave that the player could never reach because every one sat past a sealed choke and two were inside stalagmites, street litter bins placed by script hanging 40 cm over the kerb on diagonal roads, pickup money in a World Partition level that would respawn when its cell reloaded, a robin material whose Custom node lerp kept only the red channel and rendered the patch grey, and an NPC that gives way at the kerb only to actors tagged Vehicle.
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Only the Fins
A cooking overlay in Unreal Engine 5.8 that browned only the fins of a fish because the body was two-sided and the overlay was back-face culled, Niagara smoke that rendered as hard vertical glass sheets, a borrowed steam system whose spawn rate defaulted to zero, venue music that replayed the end of a track after a hitch, and white outlines round telegraph poles against grey cloud from r.VolumetricCloud.ApplyFogLate.
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Fog in the Sky
A volumetric cloud storm that makes one in the afternoon as dark as night, exponential height fog with FogCutoffDistance 0 painting the whole sunset sky one flat colour, the white edge halos a 30 km fog cutoff leaves round every roofline in rain, an unlit horizon cloud band that glows white at night, and wet footprint decals laid back to front, all in Unreal Engine 5.8.
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Background Hum
A decal that lays across parking bays, then renders upside down and paints the bollards green in Unreal Engine 5.8, an editor that runs out of memory setting material instance parameters with a big World Partition level loaded, an impure Blueprint call inside a return node pruned with "Exec pin is not connected" so no car lamp could ever light, and a refused pick-up that leaves an invisible item in the player's hand.
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Two Kinds of Black
A Wollaton-style manor went from a scoped idea to a quay, a boathouse and a
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The Probe Said It Was Open
A corner pocket that measured shut, a probe that fired off the table and called it
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Named for What It Wasn't
A Saturday that ran from a riverbed to a secret society. Landscape grass standing
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The River Went Black
A Thursday that ran past one in the morning on three faults with the same shape. Grass
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The Fix That Emptied the Street
A Thursday spent putting gutters, downpipes, chimney pots, aerials and satellite dishes
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The Box That Was Not a Box
A day building the physical kit for the eBike food-delivery gig - a top box, a paper bag, a rear rack and a branded courier jacket on a MetaHuman. Four things went wrong and every one of them passed a check first: a box whose faces all pointed inwards, a wheel radius three separate maths fits got wrong, materials that reported themselves bound while the mesh shipped grey, and a logo that was invisible because it was plugged into the wrong colour layer.
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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.
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A Card in the Hand
Rebuilding a full-screen scratchcard widget into a card held in the world, how the wax removal actually works, and why the card rendered pure black while the coin on top of it looked perfect.