Devlog · tag
npc
16 entries tagged “npc”.
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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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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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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.
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Party Wall
An Unreal Engine 5.8 river that drew no water for 2.9 km while buoyancy, current and water audio all still worked, a doorway cut into a wall mesh in Blender that made the navmesh vanish from a cellar staircase five metres away, a MetaHuman doorman who slid instead of walking because his in-place walk clip moved each foot about 1 cm, MetaHuman clothes that froze while the body animated, NPCs who could not open their own front doors, and a PIE session at 1 fps that made the MCP server report itself unavailable.
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Downwind
Street litter in Unreal Engine 5.8 that blows with the live wind speed and direction and stops against the kerb, a write_graph_dsl call that silently wrote nothing because an IsValid macro sat mid-function, an otter that looked invisible in PIE because the capture camera was inside the riverbank, a salmon texture that came out grey and flat and a Python hash() seed that changed every run, NPC schedules that differ by day of the week, and virtual shadow maps that drew no shadows in PIE.
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Reachable
Thirty collectible treasures in an Unreal Engine 5.8 cave that the player could never reach because every one sat past a sealed choke and two were inside stalagmites, street litter bins placed by script hanging 40 cm over the kerb on diagonal roads, pickup money in a World Partition level that would respawn when its cell reloaded, a robin material whose Custom node lerp kept only the red channel and rendered the patch grey, and an NPC that gives way at the kerb only to actors tagged Vehicle.
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Root Lock
A seated MetaHuman in Unreal Engine 5.8 sinks back through his chair because Force Root Lock was on in a clip whose seat offset lives on the root track, raises his pint to his right eye instead of his mouth, never empties his glass, and carries it back from the bar tilted 60 degrees; plus a camera that looked inside two buildings with no collision that turned out to be HLOD stand-ins, and a bus that drove through the police car in the game's opening.
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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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Nobody Walked In
Four sessions of navmesh work built a correct route from the street to the bar, and the NPC spawner never put a single body on it - plus the voxel arithmetic that stops stairs meshing, a door leaf that eats a doorway, and a coverage figure that read 100% because the question was wrong.
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Clocking On
A fly-tipping clearance shift now runs from a 09:30 wake-up call to wages in hand, built to fit a vacancy the game had already advertised - and the routing bug it exposed turned out to belong to every vehicle in the world, not to the truck.
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On at Eight
Building a live turn in the pub - an NPC who leaves the bar, sings for an hour of game time and sits back down - and the two silent failures it cost: a walk target that defaulted to the middle of the map, and a graph edit that compiled perfectly into a chain nothing ever executed.
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Seven Stops on an Empty Road
Putting a timetabled bus on a real route through the estate - how the stop siting quietly collapsed, why the driver ended up crumpled on the cab floor, and what is still untested.