Full notes
Full Poppy Playtime update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone! Thank you for the overwhelming reception to Poppy Playtime: Chapter 5 so far!! We have received reports that some users are experiencing a crash on start up related to a known issue with Unreal Engine 5.6.
What changed
- Performance
- Fixes
- Gameplay
- UI and audio
- Maps
Poppy Playtime changes
PATCH NOTES:
Rebuilt GUIDs across all levels
Fixed a technical issue related to hand scanners
Fixed a gamewide lighting issue
Updated credits with additional contributors and corrections
Fixed an issue with the option wheel being blank on initial interaction
Fixed an issue with Grabpack hands popping out of view at near max cable length
Added missing SFX and Menu highlights while navigating pause menu with arrow keys
Fixed an issue with inconsistencies when inserting VHS tapes into the VHS player
Added missing localization subtitles to the Title and Chapter name screens
Fixed a global issue where the game could softlock after reaching an elevated number of save files stored on PC
Fixed an issue where starting a new game did not reset The Players elapsed time
Fixed a fatal error caused by audio functions
Re-enabled View Distance Setting in the Settings menu
"Harvest Processing Center 04" Level
Fixed an unintended use of the terrain allowing players to dodge Huggy Wuggy early in the level
Fixed an issue with the flashlight angle being impacted by player movement and Grabpack hand position
Fixed an issue with Huggy’s arms clipping through the red pipes during the second half of the converter belt chase
Fixed an issue where The Player could get stuck after sliding down through the vent in Section 11
Removed a gap on the left of an overhead door in Section 14
"Lab Freight Elevator" Level
Fixed an issue where Huggy Hair is briefly clipping through the elevator doors
"Recycling & Reclamation" Level
Fixed an issue where The Player gets stuck between some objects after getting the master key
"The Boilers" Level
Fixed an issue with inconsistent collisions being present at the corner of the Morticians Office
Fixed an issue with The Player getting stuck when jumping to a spot using Giblet’s trophy item and a floating rack in section 4
Fixed an issue with a red glow being emitted from the room below the pressure hand room
"Research & Development" Level
Adjusted culling behavior impacting pop-in
Fixed an issue with Pressure Tank Smoke material having blown out reflections
Fixed an issue with inconsistent collision being present on the centrifuge pipe
Fixed an issue with the wrong animation being played when the player grabs the right door behind them at the start of the level
Fixed an issue where Chum Chompkins clips a corner of terrain during a dialogue sequence.
"TESTING" Level
Adjusted culling behavior impacting pop-in
Fixed an issue with LOD pop in on a poster in the hallway
Fixed an issue with LOD pop in when entering Lullaby Lane
Fixed a texture seam/line that could be seen on the floor of the level exit
Fixed an unintended ability for the player to see through the cabinet by crouching below them
Removed a posted on the door that was covering a power conduit in the power room
"Extreme Aggression Under Stress" Level
Adjusted multiple culling behaviors impacting pop-in
Fixed an issue where, while chasing the player, Huggy Wuggy’s hands clip through objects.
Fixed a typo that was displayed in the “hidden information” description for the “Wrongside Outimal Doll BLANKY Blankz”
"Sweet Street" Level
Adjusted multiple culling behaviors impacting pop-in
"The Dollhouse" Level
Adjusted multiple culling behaviors impacting pop-in
Adjusted timing on Lily bursting through the door to improve player pathing clarity
Adjusted timing for the tuba falling over to improve immersion and visibility.
Adjusted the size of the Mag panels to make them more integrated like they are in other levels
Fixed an issue where Grabpack hands could clip into the lower section of walls
Fixed an issue where The Player could see Kissy briefly teleport in front of them after exiting the basement before the Red-Light Green-Light sequence
Fixed an indivisible collision being present in front of Lily that blocked The Player from giving her the crumpets
Removed an unintended ability for The Player being able to side-step Lily’s pathing during the Red-Light Green-Light sequence
Fixed an issue where a bad checkpoint state could occur when The Player died from not meeting Lily in the attic
Fixed a rare issue where Lily Golden Statue puzzle could not be completed
Fixed an issue where Fire VFX remain permanently on the Conductive Hand when using the Attic Fire source and making the attic unload
Fixed an issue where The Player would be placed immediately into the Red-Light Green-Light sequence when entering the basement for the crumpets
This fix only works on new saves and does not work on existing ones.
Removed green hand button from the tuba due to confusing players
Fixed an issue where Lily’s body would vanish from underneath the cloud
"Tea Time" Level
Adjusted rendering behavior
"Reanimation" Level
Adjusted rendering behavior
Fixed an issue where players could get stuck in the Grand Stitchery between power poles and receivers
"The End of the Line" Level
Fixed an issue where EMU Cuff panels could be used to skip a small segment of the level causing the rest of the level to load incorrectly
Fixed an issue where players were having a hard time spotting a sidle entrance
Fixed the ability to stand on magnetic surfaces as an unintended behavior
Fixed a missing Red Light disabled state in the Red Smoke Puzzle
Fixed an unintended use of terrain to avoid being killed by Huggy Wuggy near the shelves
Fixed an issue where players could unintentionally trigger door to sidle cart by walking too close while opening the door
Fixed an unintended use of terrain where players could climb Poppy Gel in the second enclosed train cart
Fixed an issue where Red Smoke from the first train cart remains visible when decoupling after checkpoint restart
Fixed an issue where lighting would shift to Huggy Wuggy during the cutscene with the Prototype attack
Optimized transparency costs on GPUs
Thanks!
Mob Entertainment
Source
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