Devlog · tag
foliage
3 entries tagged “foliage”.
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Clearance
Grass growing through the ground floor of walk-in houses in Unreal Engine 5.8, because the floor sits a few centimetres below the landscape and the grass blades are 35 cm tall; also a new estate with no navmesh at all, front gardens sealed off by the agent radius, benches imported facing backwards, a D3D12 "Too many residency sets" crash on loading a World Partition map twice, and a player left lying on a cell bed forever.
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Pivot Point
Foliage with material wind placed in a HISM floats metres above the ground in Unreal Engine 5.8, because the branch-wind term measures distance from ObjectPivotPoint and in an instanced host that is the host's origin; also NPCs stuck walking into their own inward-opening front door because the nav link runs down the hinge line, NPCs brushing through hedges whose collision box is shorter than the mesh, and a simulated bin round that never picked up a bin because one data list was in street order and the other in visit order.
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Twelve Hours on the Grass
A day spent making 98 hectares read as a parkland golf course. The grass layer took twelve hours, got fixed, and was then deleted on purpose - what actually sold the course was 274 trees, 2,180 shrubs, 212 gorse bushes, 79 molehills, a fence, and a flock of rooks that first appeared eight centimetres underground.