Devlog · tag
unreal-engine-5.8
18 entries tagged “unreal-engine-5.8”.
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It Would Not Open
The Windows app exited on its own and then refused to open at all; three plausible fixes (Windows repair, pruning a 6 GB session-history folder, a GPU setting) all did nothing, and the real cause turned out to be the app restoring a saved in-app browser preview pointed at a local dev server.
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Too Big to Remember
A week of compacting, restructuring and pruning an AI coding agent's memory, including the night the whole knowledge store was archived by accident and came back only because one session went looking for one note.
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A Job Nobody Wants
A pub cleaning job built on top of a toilet minigame reached eight-of-eight phases and passed a live in-editor test measuring exactly the predicted numbers - and a pre-test adversarial audit had already found six critical defects that every automated check in the project called clean.
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The Score Kept Improving
A police uniform's torso was rebuilt for a fortnight while an automated coverage score kept improving and the same holes kept appearing around the neck - because the gate filtered out the two regions being complained about.
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Zero to Full Lock
A digital keypress was assigned straight to the steering axis, so the bike went from zero to full lock in one frame; here is the fix, a headlamp that came on three hours after dark for an unrelated reason, and an honest note that nobody has ridden any of it yet.
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Four Sessions Down to One
The end-to-end route from a reference photo to a dressed, animated NPC in Unreal 5.8, and the traps that had to be paid for one at a time before it became repeatable.
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Bugs Only a Fleet Could Find
Building a working taxi firm - book from the in-game phone, ride in the back, pay on arrival - and the failures that a single test vehicle had hidden for months.
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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.
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Seven Stops on an Empty Road
Putting a timetabled bus on a real route through the estate - how the stop siting quietly collapsed, why the driver ended up crumpled on the cab floor, and what is still untested.
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With the Editor Closed
An open-world map with effectively no level-of-detail data anywhere took the graphics card down twice while trying to fix itself, and the answer was to stop the editor drawing and do the work in three separate headless processes.
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The Pile That Never Settled
Building a working penny pusher out of several hundred real rigid bodies, and the feedback loop where slow frames stop a pile settling, which keeps the bodies awake, which keeps the frames slow.
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A Blank White Rectangle
How this game's conversation UI stopped being one hand-drawn panel copied forward by duplication, and the class of silent failure that arrives the moment an agent can author widget trees for you.
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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.
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Proving the Wheel
The betting shop's roulette wheel is a real rigid body in a real bowl, so the winning number is wherever it stops - which means fairness has to be measured rather than asserted, and the measuring is where all the interesting failures were.
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Eleven in the Morning
The daytime street looked identical to the night street, and it was not a grading problem - the sun was set to ten lux against a real daylight figure near a hundred thousand, and with no outdoor exposure authority the automatic metering re-normalised both to the same mid grey.
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A Missing Server
Adding a second agent server to the same live Unreal editor retired four "the human must do this by hand" rules overnight, and the real win was the observation loop rather than raw speed.
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In Time With the Music
The nightclub got a music-reactive light rig and one dancer who moves in time with the track, and the reason it works is that tempo is measured offline and baked while only loudness is read at runtime.
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Paying Twice for the Same Thing
A project-resident skill file of verified recipes and silent-failure traps, indexed by symptom rather than by subsystem - why writing each trap down as you pay for it compounds, and where the practice still falls short.