Devlog · tag
unreal-engine
13 entries tagged “unreal-engine”.
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Claude Code desktop app closes instantly on launch — and Windows "Repair" doesn't fix it
The Windows app exited on its own and then refused to open at all; three plausible fixes (Windows repair, pruning a 6 GB session-history folder, a GPU setting) all did nothing, and the real cause turned out to be the app restoring a saved in-app browser preview pointed at a local dev server.
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The toilet minigame is finished, verified, and nobody has played it
A pub cleaning job built on top of a toilet minigame reached eight-of-eight phases and passed a live in-editor test measuring exactly the predicted numbers — and a pre-test adversarial audit had already found six critical defects that every automated check in the project called clean.
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Far too harsh on the keyboard — the ebike's steering had no smoothing
A digital keypress was assigned straight to the steering axis, so the bike went from zero to full lock in one frame; here is the fix, a headlamp that came on three hours after dark for an unrelated reason, and an honest note that nobody has ridden any of it yet.
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Getting a MetaHuman from four sessions down to one
The end-to-end route from a reference photo to a dressed, animated NPC in Unreal 5.8, and the traps that had to be paid for one at a time before it became repeatable.
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Ten cabs, one road graph, and the bugs only a fleet could find
Building a working taxi firm — book from the in-game phone, ride in the back, pay on arrival — and the failures that a single test vehicle had hidden for months.
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The singer who is on at eight, and the mic she never put down
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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Twelve bus stops, and seven of them landed on the empty ring 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.
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The coin pile never settled, and the frame rate was the reason
Building a working penny pusher out of several hundred real rigid bodies, and the feedback loop where slow frames stop a pile settling, which keeps the bodies awake, which keeps the frames slow.
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The dialogue panel validated clean, reported ten widgets created, and rendered a blank white rectangle
How this game's conversation UI stopped being one hand-drawn panel copied forward by duplication, and the class of silent failure that arrives the moment an agent can author widget trees for you.
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A scratchcard you hold in your hand, and the two ways it went invisible
Rebuilding a full-screen scratchcard widget into a card held in the world, how the wax removal actually works, and why the card rendered pure black while the coin on top of it looked perfect.
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Proving a physics roulette wheel is fair, and the two tests that lied about it
The betting shop's roulette wheel is a real rigid body in a real bowl, so the winning number is wherever it stops - which means fairness has to be measured rather than asserted, and the measuring is where all the interesting failures were.
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Everything I could not automate turned out to be a missing server
Adding a second agent server to the same live Unreal editor retired four "the human must do this by hand" rules overnight, and the real win was the observation loop rather than raw speed.
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A dancer on the beat, because the beat is a number and not a signal
The nightclub got a music-reactive light rig and one dancer who moves in time with the track, and the reason it works is that tempo is measured offline and baked while only loudness is read at runtime.