Devlog · tag
vfx
2 entries tagged “vfx”.
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Edge-On
A Niagara water jet that drew nothing in Unreal Engine 5.8 because velocity-aligned sprites seen along their own velocity are edge-on and a Vector2 size passed as "4,22" was stored as unreadable text, an NPC snooker match costing 40.7 ms a frame in another building because WasActorRecentlyRendered on a Nanite mesh is only a frustum test, a door tick gate where GetDistanceTo measured every door at 0 m, and fuel pump nozzles that doubled each time a World Partition cell streamed back in.
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Two Ways to Draw Nothing
A train exhaust plume refused to draw for an entire session. There were two independent faults and either one alone produces an identical, perfectly silent blank, so fixing one changed nothing and the bisect read as noise. The system reported zero errors and UpToDate the whole time. The day's other lesson was that almost every instrument used to check the fix was quietly lying - the screenshot tool, the viewport reporter, and a property readback that echoed my own words back at me.