Devlog · tag
routines
4 entries tagged “routines”.
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Keyholder
A Fab outfit that imported into Unreal Engine 5.8 at about a fifth of its size because Interchange quietly took over the FBX import and ignored FbxImportUI, skin poking through a fitted MetaHuman garment under animation, an NPC who stood at home all day with no error because her MoveTo destination sat off the navmesh, a front door that opened into her own hallway and blocked her, and a receptionist the town only spawned when the player was nearby.
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Party Wall
An Unreal Engine 5.8 river that drew no water for 2.9 km while buoyancy, current and water audio all still worked, a doorway cut into a wall mesh in Blender that made the navmesh vanish from a cellar staircase five metres away, a MetaHuman doorman who slid instead of walking because his in-place walk clip moved each foot about 1 cm, MetaHuman clothes that froze while the body animated, NPCs who could not open their own front doors, and a PIE session at 1 fps that made the MCP server report itself unavailable.
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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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On at Eight
Building a live turn in the pub - an NPC who leaves the bar, sings for an hour of game time and sits back down - and the two silent failures it cost: a walk target that defaulted to the middle of the map, and a graph edit that compiled perfectly into a chain nothing ever executed.