Devlog · tag
wildlife
2 entries tagged “wildlife”.
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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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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.