Certain animation frames are too high - sprite or scripting issue?

ForestSidescrollerAnimBug1
ForestSidescrollerAnimBug2

I’m making a side-scroller using Paper2D in Unreal 5. I’ve loosely followed a few tutorials, now I’m at the point where I’m picking and choosing elements I like and creating some new features. There’s a death animation for this flying eye creature, but the final two frames of it seem too high off the ground. I have this same issue with my other enemies - as they die, the sprites get smaller as they collapse to the ground, but instead of collapsing in a way that would make sense gravitationally, it collapses upward, seemingly keeping with the same top coordinates of the original sprite.

What’s the solution here?

I tried dragging downwards on the sprites in the flipbook file, but that ends up cropping those frames. Is there a way to lower the z-position of the monster during frame 3 and 4 of the animation via blueprints?

Hey @StagFrog! Welcome to the forums!

It looks like when you extracted your sprites from the spritesheet, auto was used instead of Grid? You might want to check that out. I’d extract to a new folder and try to use the Grid setting (make sure to use the right size grid for extraction) then try using what comes out there!

That seemed to do the trick! I’ll have to play around with grid a bit more, but I’ve got a result I’m happy with. Thanks for the help, Mind-Brain!

1 Like

Anytime @StagFrog! I don’t get to work on 2D projects often, so I try to seek out people who need help with them specifically. If you need anything again with your project, you know where to go! :slight_smile:

1 Like