Devlog · tag
gta-6
15 entries tagged “gta-6”.
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Mean Free Path
A MetaHuman neck tattoo that looks missing in PIE in Unreal Engine 5.8 but is rendering under the hair and across a UV seam; also a released player re-arrested inside the police station within four seconds, river water that reads opaque lime and then orange as its absorption path is tuned, the log line IXWORLDITEM no mesh row, and a scissor pouch skinned inside a pair of jeans.
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Kicking-Out Time
A Local Fog Volume that vanishes around the player standing inside it in Unreal Engine 5.8; also an NPC who looks seated on nothing outside a kebab shop at four in the morning, a parcel of chips hidden inside her trousers, a barber who walks out of his own shop on a Monday, and a hairdresser's ceiling that renders black while the room below it is lit.
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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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Under the Carpet
Ground-floor rooms in Unreal Engine 5.8 show grass or grey speckle through the floor because the house sits a few centimetres below the landscape; also a MetaHuman whose belly will not shrink from the side because the body is baked into the rig, tattoos that render as scattered fragments under a masked material, and Play In Editor crawling at 1 fps with VolumetricCloudShadow taking 668 ms a frame.
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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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Blocking Wait
Unreal Engine 5.8 editor appears frozen on "Updating Texture Streaming Data 0%" and on the first save of a new material, with two ShaderCompileWorker processes idling at about 25% CPU for hours, because a Custom HLSL node read .w from a VectorParameter whose default pin is RGB (float3); also a council hi-vis vest cut from a Fab shirt, MetaHuman bodies whose pinned girths Fat and Muscularity sliders cannot move, road-profile FBX files that import 100 times too small at 0.01 scale, and 1.14 million cubic metres of cut and fill for a new estate.
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Off Duty
NPCs stuck at zero speed just inside their own open front doors in mirrored houses, because the door's nav links ran along the hinge line where the open leaf lies; thousands of "Blueprint Runtime Error - Attempted to access BP_Citizen_C pending kill or garbage" lines from a None check that a destroyed actor passes; a council worker whose walk to work ended at a navmesh island; and a whole cast re-dressed in parametric MetaHuman garments from Fab, where a recolour bound on the mesh never showed because the build's Blueprint overrides material slot 0, a Fab shirt ignored OpacityMask, and a trouser waistband poked through every untucked shirt.
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Home Lights
A third-party C++ plugin that would not build in Unreal Engine 5.8 (UHT "Unable to find" on a using alias, TWeakObjectPtr operator bool deleted C2280, GetPolyAreaID C2660, GetAnimationBudgetHandle private C2248); a PIE crash on "Attempting to use a container element which already comes from the container being modified" when closing a looped road spline; a DirectionalLight that switched itself off 41 seconds into PIE because a house-lights system adopted it as a house light; ShowFlag.EyeAdaptation 0 outliving PIE and blowing the editor viewport white; navmesh routes over 61 cm garden walls where AgentMaxStepHeight 55 changed nothing; and NPCs who arrive at the chippy and stand outside against the wall.
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Loyal for Life
A skeletal mesh that explodes into giant shards in PIE in Unreal Engine 5.8 while its bounds read normal, because the Blender export put the root bone at scale 1 instead of 100; a stray dog AI that freezes when its flee point lands in fenced gardens; a Blueprint builder whose delete_node TypeError was swallowed so a graph doubled to 146 nodes with a clean readback; and a TextRender label that reads backwards.
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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.
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The Queue
An NPC dog in Unreal Engine 5.8 that walked backwards after SetActorRotation(MakeRotFromX) and then lay on its side after MakeRotFromY, a CableComponent lead that ended a metre off the collar and vanished on tarmac, Blueprint officers who stopped 20 cm short of a front door forever, a looping dance clip that drifted an NPC off its actor with root motion off, a SceneCapture2D that rendered pure white at every exposure, and a parody energy drink can whose wordmark read NACKERED from the side.
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Coming Soon
Setting up a Steam Coming Soon page for an indie game in development and finding there is no app ID to build it on until Steamworks identity verification clears in 10 to 15 business days, twelve marketing services checked for a solo developer before launch, and why answering yes to Steam's mature content survey is not the same thing as an 18+ age rating.
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Keyholder
A Fab outfit that imported into Unreal Engine 5.8 at about a fifth of its size because Interchange quietly took over the FBX import and ignored FbxImportUI, skin poking through a fitted MetaHuman garment under animation, an NPC who stood at home all day with no error because her MoveTo destination sat off the navmesh, a front door that opened into her own hallway and blocked her, and a receptionist the town only spawned when the player was nearby.