Hi guys,
I’ve been trying to create a PaperZD- 2D character inside a full 3D world, and my objective is to find a way to use a camera to always rotate and face the direction of my 2D sprites multi-directions and I’ve been following a guide by Fofuxo here: How to create 2D characters in 3D World like Ragnarok Online/Boomer Shooter.
but I’m not able to replicate what he did and I come accoss many trials and shortcoming on my end. I’ve started my 2.5D project from a unreal course playlist:
My knowledge and understanding of configuring Blueprint is very limited so it doesn’t cover the advanced or specific that I was looking for. Here is my event of my PaperZD Sprite BP and materials which I duplicate from Default from the PaperZD Sprite engine that I have set up for my character movement:
Foruxo suggested to enable all three: Orient Rotation, Inherit Yaw, and Pawn Control Rotation. I’ve started enabling one by one for incremental steps below what I’m showing here.
I’m not able to quite grasp the logic of the 3D axis between my characters and the springboard camera. I know that my sprite character moves in the position of the input controller for top-down game based on the world axis. My Camera is facing in negative Y direction of my Sprite so Y is forward and X is Right vector. I already have Orient Rotation for Character Movement component enabled:
Next, under the SpringArm property, I enabled only the inheri Yaw but as soon as I play for testing, not only my character sprite moves in the opposite direction of my key input control but also the camera flips as well and doesn’t synchronise the character movement.
I’ve tried playing around between World Rotation and Relative Rotation of the springarms both of these times.

With Orient Rotation and Inherit Yaw is enabled, that left me to enable the Use Pawn Control rotation, and the result was that my spring arm snapped to the X axis:
This follows my problem with my character movement. A and D key which is suppossed to be the horizonal of the X axis have instead moved forward direction and the W and S key for Forward in Y axis have instead moved horizonally. Also another problem is that the camera is not moving and orbiting around the degree angle of my character when moving in multi-direction like before when I only enabled just with Inherit Yaw without the Pawn.

I followed exactly what Fofuxo have laid out in the graph atleast when it comes to setting up a formula to calculate the distance and angles to define a variable for directionality and then use that reference in the Anim Graph of my PaperZD AnimBP. Quite frankly, he probably set it differently for his sprite BP character to make it work outs for the math that helps the character’s animation logic.
With this logic, I don’t know what I have to change or add to functionally act between the camera’s and Character’s position and angle to make it work.
I have my Sprite character material with a Plane mesh set in the viewport which was able too Align to the Camera,
Anyway I don’t know what I’m missing or what changes I have to make?
















