4.10.1 Flipbook material on Android device work wierdly

The flipbook material works correctly on windows. But on Androd device, the graph will become more and more aliasing every circle.

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Hi!

I think you got this artifact, because your flipbook texture have a strange dimensions. Mobile system required a square textures with a power-of-two size.

Hi !
Thx for your relpy, and merry chrismas!
But it still doesn’t work after I change the texture dimension to 1024 * 1024. It is more like a bug of ue4 flipbook. I will make an unity sample on my Android device as contrast. If the unity project works correctly on my Android device, Can I conclude it is a Bug?

PS. Paper2d flipbook works on my Android device correctly.

Another problem : the flipbook material will stop flipping after a long time, but the Paper2d flipbook works correctly.

Hey neckshot,

I am going to try and test your project you provided in the other post I closed as a duplicate, but I would like to know the Android device you are testing with so I can try and match the environment as closely as possible.

Thanks,

Hi ,

My device is MI NOTE LTE, Made by Xiaomi Tech,

Android ver: 4.4.4 KTU84P.

My another device is Lenovo A76000-F, Adroid ver: 4.4.2.

They both have the same problem.

Engineer Samantha Sutton :diamonds::diamonds: STAFF has a Lenovo S939, maybe that device can help to reproduce this bug.

I just discovered the same exact issue on my iPad device. When I use a flipbook material node, the 2nd half of the flipbook is all jaggy. My texture is currently a 2048x2048 (4/4 quads). The first 2 rows look fine but the last 2 rows are horrible…

I need an alternate solution for the time being. Is it easy enough to compute the region in the material so we can bypass the flipbook node!??

you can try paper2d filipbook, it is sprite sequence, not flipbook material. May be sprite can help you, I think flipbook material is still buggy now!

It’s almost September 2022, Has this issue been resolved yet? I run into the exact same problem, UE 4.27. Nothing works, no mipmap setting, texture to UI, to 2D sprite, nothing. The only thing that works is if I scale down the texture sprite sheet, but then it just makes the whole sequence lowered resolution = jaggy.


I have the same problem. I think the reason is material mathematics. So I did my own calculations and it works well.

Switching to Use Full Precision in the material worked for me