Devlog · tag
nightclub
7 entries tagged “nightclub”.
-
Doors Closed
A stair tower mesh vanishes completely with Nanite on and renders solid with r.Nanite 0; a capsule sweep reads a doorway clear while a one-sided band of brick at chest height blocks it; 241 hotel windows look like reflective brick from inside because the glass material is opaque; and every NPC path stops dead at a hotel's front wall because the closed door mesh uses complex-as-simple collision, in Unreal Engine 5.8.
-
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.
-
First Come, First Served
NPCs walk straight into the nightclub and the queue code never runs because the hook sits on a path the schedule never takes; a basement kitchen reads near-black at Epic scalability with 80 cd strip lights; grass grows through a basement floor because the rooms run 1.8 m past the building's back wall; text-to-motion takes of different prompts come out near-identical; and a crashed driver is hidden 31 cm under the road while the paramedics never arrive in Unreal Engine 5.8.
-
Everyone in a Balaclava
Every MetaHuman face in Unreal Engine 5.8 renders solid black in a standalone -game run after one texture compression setting is added to DefaultEngine.ini; a hijab built in Blender that a cloth simulation scrunches onto the neck and a garment material draws in black blocks; Niagara rain squares that were caused by two sprite renderers with no material, not the one everyone blamed; a test pawn that falls through the landscape at the edge of a World Partition map in PIE; and a nightclub with one person in it at five past seven.
-
Fallback
MetaHuman hair renders as an opaque white sheet at Epic in Unreal Engine 5.8 when r.SkeletalMeshLODBias=1 puts a close character on a LODSync level whose groom LOD is a mesh; also r.HairStrands.Enable=0 leaving every MetaHuman bald while the profile reported a 1.2 GB VRAM saving, r.HairStrands.UseCardsInsteadOfStrands drawing nothing for grooms with no cards, flat floor-facing Niagara sprites invisible from eye height, standalone screenshots that photographed the intro camera instead of the nightclub, an orange night sky from a sun only 12 to 25 degrees below the horizon, and a GPU hang with DXGI_ERROR_DEVICE_HUNG at 7.5 GB of an 8 GB card.
-
Black on Black
A Local Fog Volume that draws nothing at all in Unreal Engine 5.8, at Low and at Epic, with LocalFogVolumeVolumes at 0.001 ms in the GPU profile; also a SpotLight at 12000 unitless that is invisible on a dark nightclub floor, Niagara's CPU VM refusing an array call inside a loop with out/inout parameters must be lvalues, a test that edited the editor world instead of the PIE copy, NPC clubbers bunching at the DJ, a hairdresser's hands working 20 cm beside her customer's head, and eight derelict houses dressed with steel screens.
-
Substantially Enclosed
An NPC who stops three metres short of a nightclub toilet because a 1.05 m doorway is too narrow for a navmesh agent radius of 35 cm, a heater whose emissive material pulsed to the music, a light A/B test in Unreal Engine 5.8 where 400, 120 and 0 lumens all looked the same, and a hall and cellar blown out white by a pinned exposure and the editor sitting on Low scalability.