Hi guys,
I have some questions regarding UPaperSpriteComponent.
I want to make a Pawn made of several UPaperSpriteComponents. I will animate those parts using some animation data I have (so I will do the actual tweening in code). So, I will use one UPaperSpriteComponent for each part.
My animation data is computed in "texture space" I mean, pixels.
First question:
- How can I map between "texture/pixel-space" and "unreal space", I guess I should use UnrealUnitsPerPixel, right? Or should use something else?
Second question:
- Regarding pivot points ... I have read somewhere that these are in "texture space", and when I try to change them in Sprite editor it does seem this assumption is true, right?
Third Question:
- Regarding pivot points ... If I need the same Sprite with different pivot points ... should I create another instance of the Sprite? (UPaperSprite) ... I guess so because there is no way of setting the pivot point in the UPaperSpriteComponent
Fourth Question:
- Regarding performance ... I have planned to have some "Animation Manager" which will store the animation data parsed. Each animated Pawn will get the info from this manager and will build an array of all possible UPaperSpriteComponents, dettaching/attaching them depending on the animation being played and updating (tweening) using the Tick function. I guess I have to Register / Unregister the components manually too, right?
Okey, its enough for now.
Let me know if all these makes any sense, any advice will be wellcome!
Thanks a lot
Dredok
I have some questions regarding UPaperSpriteComponent.
I want to make a Pawn made of several UPaperSpriteComponents. I will animate those parts using some animation data I have (so I will do the actual tweening in code). So, I will use one UPaperSpriteComponent for each part.
My animation data is computed in "texture space" I mean, pixels.
First question:
- How can I map between "texture/pixel-space" and "unreal space", I guess I should use UnrealUnitsPerPixel, right? Or should use something else?
Second question:
- Regarding pivot points ... I have read somewhere that these are in "texture space", and when I try to change them in Sprite editor it does seem this assumption is true, right?
Third Question:
- Regarding pivot points ... If I need the same Sprite with different pivot points ... should I create another instance of the Sprite? (UPaperSprite) ... I guess so because there is no way of setting the pivot point in the UPaperSpriteComponent
Fourth Question:
- Regarding performance ... I have planned to have some "Animation Manager" which will store the animation data parsed. Each animated Pawn will get the info from this manager and will build an array of all possible UPaperSpriteComponents, dettaching/attaching them depending on the animation being played and updating (tweening) using the Tick function. I guess I have to Register / Unregister the components manually too, right?
Okey, its enough for now.
Let me know if all these makes any sense, any advice will be wellcome!
Thanks a lot
Dredok
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