Devlog
Building Second Chance
What was attempted, what broke, and what the fix turned out to be. Written for anyone building something similar.
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Crosshair First
An interaction line trace in Unreal Engine 5.8 that starts at eye height instead of the camera and misses small objects under the crosshair, a grow lamp that looks lit at start because another actor's BeginPlay resets it under World Partition, pressing E with a full hand silently destroying the held item, and a translucent ghost that is invisible at 5% opacity and darkens the room instead of glowing.
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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.
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Shuffle Turns
A MetaHuman walk clip that made two snooker players walk 20 cm crouched because it carried another body's bone lengths, a turn-in-place animation whose planted foot skated 20-70 cm because the clip was a shuffle, a one-metre teleport at every corner of an offset path, and an Unreal Engine 5.8 editor crash in USoundCue::Parse from a SoundNodeRandom whose child_nodes were set from Python.
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Two Frames
A Blueprint snooker solver in Unreal Engine 5.8 pinned at its MaxSubsteps cap and a
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Empty Sleeves
A garment loaded in Marvelous Designer 2026.1.149 sits above the avatar with both arms
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Collapsed to a Point
A mesh that imports into Unreal Engine 5.8 with smaller bounds than the file it came
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Ground That Isn't There
Animals falling to their deaths through streamed-out landscape in Unreal Engine 5.8,
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The First Time Anybody Looked
A day of green numbers on the snooker club - 30,009 rules checks passed, 139 voice