Devlog · tag
roads
3 entries tagged “roads”.
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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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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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Land Nobody Could Delete
Sixteen orphaned landscape tiles hovering about 41 m above the real terrain made a first-hit ground probe read sawtooth gradients of 131-213%, so the road tool rejected every route it was given; deleting them and teaching the probe to accept only landscape hits let the first T-junction be surveyed, levelled, carved, capped and marked the same day.