I’m getting distortions in my sprite that I can’t seem to solve.
The problem:
I have a .png file that is 640x360. My orthographic camera is set to ortho width = 640 and in the editor preferences I have set New Viewport resolution to 640x360.
How I expect it to show up in the play window:
How it shows up in my play window:
It also looks like the sprite is lit a little bit (difference in the green colour)
My process:
I import the .png into UE4 and then apply Paper 2D settings. I then make a sprite. Here are the settings of each:
*note: when opening the texture in UE4, I can zoom in and out at multiples of 640x360 (like 1920x1080) and the pixel fidelity is maintained.
I have set the camera and the sprite in the world at the exact same x,z location {0, Y, 0} (y locs are different so camera doesn’t clip the sprite). Here are the camera settings:
I’ve tried my best to turn off all post processing on the camera, be it via project settings or the actual camera itself.
Help!
Any suggestions on how I can fix this? If possible, I would also like to be able to scale to different window resolutions that are multiples of 640x360.