We’re making a Paper2D-based platformer and I’ve spent the last day or two trying to figure out how to achieve a ghost trail effect as seen here: https://www.youtube.com/watch?v=pXJShS2x60w
My initial thought was that I could do this by creating a particle system and dynamically changing the source texture of the emitter to the texture of the character’s current flipbook sprite with. This ended up being a dead end because there doesn’t appear to be a way to get the texture out of a sprite Blueprint node at runtime. In any case, I quickly realized that what I actually want is the final rendered frame of the character, not the input texture (which in this case would be a sprite sheet).
I then spent some time trying to figure out how I might pipe the output of the character’s flipbook’s material into the particle system. The closest thing I could find that seemed like it might do what I want was a RenderTarget2D. I tried setting this up - I made a new render target, set that as my particle system’s material texture, then added a SceneCapture2D component to my character, set to capture to the render target I created. For whatever reason that doesn’t seem to work either, but I suspect that this approach isn’t ideal from a performance stand-point anyway.
Any thoughts or suggestions about how to approach this?