how can I fix these issues with 2D tilemap/blueprint movements?

I am trying to follow tutorials to learn to make 2D games with UE5.2, however, I have run into some of the problematic quirks of UE5 with 2D. how can I solve these few issues? I’m using paper2D, I have paperZD as well but haven’t yet found tutorials that talk about using it for tilemaps or anything other than characters.

why does this first issue happen with my platform?
UE5 plat movement issue


The platform is set to go up to a specific height and then reverse the movement and go back to its original position, however, it only goes up, then hits the ceiling and speeds up and eventually teleports to the start point.

The second issue is with a platform that I’m trying to make rotate because it’s
made from a tilemap Its pivot point is stuck in the top left corner, even if I adjust it and try setting it in the center, whenever I add the rotation to it, it uses the original pivot point and I am unsure how to fix that or if it’s even possible.
UE5 plat rotation issue

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Can you show what’s in the timelines?

As for the ‘log’, you can put an empty actor in it’s center and attach it that. In the level, if that’s all you have, or in the blueprint instead.

Then you can rotate that object instead.

here is the timeline points for the vertically moving platform.


@ClockworkOcean I had a bit of time so I managed to test both platforms using actors as a parent and it actually works. so that’s beneficial. thanks for the advice in that regard.

I do have a question about how I might be able to make the platforms modular. I want to be able to use the platforms and actively change the direction and speeds independently without making an actor and tilemap child for every single individual moving/rotating platform.

Ok I’m not sure which TL curve is which, but if you want it to go up and down, the one has to be the reverse of the other. They’re both going up! :slight_smile:

As for making it modular, if you can get that log sprite in a blueprint, that’s your best bet. Then you can do a bit of simple programming in a BP, and drag and drop them wherever you like, and just change a few parameters :slight_smile:

for the timelines the -99 is the starting point at the bottom position, the 40 is the highest point it moves to before it’s supposed to return.

I used an actor for the vertical movement and the rotating platform and both work fine, the vertical platform with the actor doesn’t glitch out and actually stops and goes back down so its apparently a tilemap issue so it’s unimportant now.

I have the platforms and the actors as blueprints how would I be able to access the values on the timeline, or rotation values without going into every single one to change it in the event editor?

Putting the actual values in the TL is a total pain in the butt. The way most people avoid it is like this

The TL just goes between 0 and 1, and the lerp does the rest. Same with rotation.

Then, you can expose the values as parameters and set them when you put the BP in the level.

Even better, you can make them relative to wherever the object is placed. No more having to figure it out

ooo ok ill test around with this, seems like itll work really well.

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A few questions about the images, which static mesh node did you use? there are a few listed but they don’t look like that one.

in terms of the movement, if I use a Lerp set up in the way you have it, wouldn’t I require multiple Lerps and float components if I wanted to make movements in at least 2 directions possible? such as vertical movement, and horizontal movement along the X-axis? you also don’t have the timeline set to reverse once it has finished going up, but maybe it does with the nodes.

what node is under the set node with B label right before the timeline in the third image?

That was just a concept, for you it would be whatever you need to put in the BP to achieve your effect. I’m assuming a sprite?

Yes, then you do something like

You can also reverse the TLs.

It’s just a split open ‘relative location’

split pin

Maybe if you come back with a specific example you want to get working.

which node is this? the closest I have found is float percent or float increment but they are not the same.
image

Drag from the float and type +

PS: The easiest way to get something to continually go up and down is this curve in the TL

( I still only moves between 0 and 1, notice the loop switch is on )

So I currently have it partly working. I can get it going vertical or horizontal.
I have set up a boolean so that I can select if the platform should move vertically or horizontally, at the moment the boolean only works if ticked inside the BP itself for some reason as the external one doesn’t change it, I had to expand the timeline to ~10 seconds so the platform isn’t super speed, I may have to add a component that allows me to adjust that externally as well somehow because having some platforms that are faster or slower than others is handy.

currently, the platform is an actor with all the movements and it has a separate paper tileset BP attached to it externally to act as the collision/graphics for the platform, I can’t add any sprites or tilemaps to the actor itself because it won’t connect as a target inside the actor

this currently is messy, but this is what I’ve set up so far. horizontal movement shown in the last GIF is without the boolean active in the BP, Vertical is with boolean active.



UE5 plat movement issue 2
UE5 plat movement issue

To be fair, you’re going from 0 - 60, blueprint wise. But I will answer as best I can.

To make it go back and forth OR up and down, do

Because the TL is also a component, you can change it’s speed like

A sprite is definitely possible

PS: You can also make the sprite a parameter, and deal with these sprites with the pivot point in a strange place, using the construction script. Just come back if you need help on that.

with the setup you showed the platform works perfectly for movement. so thanks for the information it’s very helpful.

I do have some more to ask about as well. I want to get as much knowledge as possible so I can keep things condensed even though they get complicated pretty fast.

how would I go about adding in the rotation so that I could also use that functionality?
I have the setup I used previously which works by itself but I’m not sure it would work the same with the newly added nodes. the previous setup was a boolean into a branch into a true and false “set actor rotation” also connected to “rotating movement component”
image

I’m thinking of doing falling or crumbling platforms as well which would be a trigger for the player standing on the platform and then gravity physics to make it fall.

We can also incorporate rotation like this ( same BP, in construction script )

Again, it’s just a parameter. You can just set the movement parameter to zero, if you don’t want it going up and down and rotating.

As for the falling, I don’t know much about that. I know you can have some kind of limited physics with sprites.

It works, thanks for all the help. my platforms now rotate, move up and down or left and right. I will definitely have more stuff to figure out in the future but those things are different topics for later.

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Excellent :sunglasses:

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