I’m sorting my 2D sprites along Y depth. My project works fine in 4.21, I just opened it in 4.22 and all sprites are rendering chaotically on the depth axis, flickering like mad. They can’t get sorted properly so background elements get rendered in front of foreground elements, and keep changing their rendered depth position as I move the camera. For both Deferred and Forward Shading. For any sorting in fact. There’s no way I can sort my sprites on the depth axis [in 3D space, so with perspective camera!] in 4.22.
My specs, just in case: ASUS Zephirus, Windows 10 x64, Intel Core i7-7700HQ, GeForce GTX 1070 Max-Q.
Strangely, this only happens when I launch the game. Things still look fine in the viewport.
I tried to submit this as a bug. Thx to your Captcha Refresh I lost all my content. No, I won’t write another long story.
Not part of the team, but we notified yesterday about this issue to the responsible team via twitter/msg, they said a hotpatch would come, so we’re hoping everything solves by then
While you’re at it… there are problems with Depth Sorting and Depth of Field for sprites. Things don’t work well in ANY version of the engine. I managed to get DoF to kind of work… but only with Masked… preferably Lit ?.. not sure], only Far, not so well Near the cam, and only with Gaussian blur… and definitely not working with translucent shading. Masked is limited, has issues around the edges so it’s not useful for transparency and soft edges. I guess it was decided that Paper 2D is designed for pixel art, and DoF is not necessary.
Any chance you could fix depth for sprites with translucent + unlit shading?
And while you’re at it… XD there are issues with Merging Sprites and Depth Sorting. In fact, merging sprites is really essential for making a Sprites game… but merging sprites in Unreal is broken as hell. Not only depth will be messed up, but everything can get messed up, even if merging only 1 sprite with its duplicates. Transforms can go crazy, things pop in and out of existence… I know it’s considered ‘experimental’ and I guess nobody is working on it. But it’s been ‘experimental’ for… how many years? Maybe it’s just a matter of fixing some bugs… : O