Devlog · tag
autograss
3 entries tagged “autograss”.
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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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Out of View
A monster whose 3D sound played 14-30 m underground in Unreal Engine 5.8 because its stored position always had z = 0, a Blender character that imported 35 cm short because a x100 scale left the pose matrices in metres, Python-built Nanite track meshes that reported zero bounds after an editor restart and vanished, MP_Displacement hidden from UE 5.8 Python, three strip-club dancers, a worn mud track baked from 30 simulated races, and 2,986 houses placed on a hill.
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Cut and Fill
An NPC dog in Unreal Engine 5.8 that slid along the pavement without moving its legs because SetAnimation in single-node mode loads a clip paused, a landscape hole cut with LandscapeVisibilityMask after the legacy hole material had crashed three editors, a stray hole punched by clicking the viewport with the Visibility brush armed, a road-gradient check that passed while the carved terrain had 13 m cliffs inside 28 roads, and eight autograss buggies built in Blender to the real rulebook.