Hey ,
I hope you are well. We missed you buddy!
Just out of curiosity.
we are still moving forward with full paper2d support right?Because i haven’t seen anything happening on Trello board for almost a month now and to be honest i am starting to freak out …
Here is a video with 3d physics in a 2d axis issue i have in hope that it will help you to understand what is going on and of course tell what to do to resolve it.
Hey Havoc,
I had same problem a few posts back.I do not think that a sprite can work with a Navmesh so I had to improvise and I faked it with timelines.
I do not know if could help you but is thread Pitch,roll,yaw and Paper2d Question - Programming & Scripting - Epic Developer Community Forums that I made for some problems I had.Maybe you could do same until is resolved.
I feel like Indiana Jones bug crusader.Everyday I discover a new one
I do not know what is wrong with unreal collisions and paper2d but it is starting to get on my nerves!
After infamous character collision “bug” that i have been facing since day one and i bump every few days in answerhub in hope of getting it fixed now i proudly present you .
A few posts back i asked for help on how to tackle player vs slope angle thing.
Today i decided to give it a try in case i had an epiphany and managed to fix it by myself.
After a while i enabled “show collisions” and i saw (please zoom in)
How is possible
Is my Spartan in fact Superman and he is walking on thin air? Lol
come baaack! we need you!
Cheers.
Hello everyone,
Is there support for jump through in paper2d?
If not could you please consider making it since it is a basic feature for most 2d games?
I’ve been playing with tileset feature. I fully understand is experimental. I do have feedback though so feel free to ignore me if you want!
Some things I feel could be looked at…
I can paint tiles on to grid but there seems to be an offset of 1 tile length (as seen in screenshot). I can set draw offset to -70, -70 (tile length for sprite sheet I got from open game art) but collision tiles are still painted with offset.
collision works but I can only paint tiles as collision but not erase them. Would love to be able to have a similar extrusion feature like sprites and visualize collision in depth.
Even though it seems like I’ve selected right spacing between tiles in tileset data asset, when selecting tiles that I want to paint by dragging area in area, dragged box doesn’t line up with tiles exactly (the ‘selected’ box is offset a bit in editor as if it’s not obeying spacing). Also couldn’t select bottom row of tiles because of (i think it hits a clamp or something in allowed selectable area).
When reducing grid size and then expanding, previously painted tiles are cleared (probably known to but would be nice to have maybe one level of undo on or even some amount of allowed tiles stored in memory in x/y so that we can freely change spacing while editing).
layers don’t seems to work yet (that’s not a complaint as I’m guessing they aren’t implemented yet but just mentioning in case they are supposed to work).
Love feature , I look forward to being developed further and would love to hear what you have been up to lately. Thanks a lot.
Keep last used tileset in editor open so when switching back and forth between actors, we can paint immediately without having to reselect tileset in dropdown.
So I think part of 3) isn’t a problem when using power of two textures but when using non power of two textures selection box is lining up better in tileset paint panel. I cant select rightmost and lowermost coloumn/row though (and painting is still offset by one tile in viewport, is there some 0 based index being off by 1 going on somewhere? I had a look at UPaperTileSet::GetTileUV() as a first investigation and saw a few mods etc to calc offsets but really tired and I’m off to bed )
You were right that Navmesh don’t work with Y axis movement. It is only intended for ground movement on XY plane. For us that is not much of a problem as we work on a isometric game. But in addition to that limitation Navmesh seems to ignore sprite colliders all together. I’m hoping may be resolved in future update.
In my humble opinion current collision system does not play well with paper2d and needs a major update and maybe a different approach to be functional.As you can see from my posts i have constant problems with them and i am hoping that will take care of them soon.
In your game have you encountered limitations of not having flipbook collisions?
I personally without them i am stuck.I cannot create my attack and defend mechanisms plus all my moving traps are useless.
I’d love if directional collision was supported! A lot of platformer games have platforms you can jump through or hop down from under certain circumstances.
See: platforms Mario jumps through here:
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I made a solution for 1 way collisions but it’s not greatest one out there. I’m sure people would appreciate if it could be added as meta-data to sprites.
I’ve allowed sprites to influence nav mesh generation in /UnrealEngine/commit/af2da0c353e5431f432fc0cda60fbbfdfe32178d . You can probably work around it in 4.4 by creating a Blueprint from your sprite and setting bCanEverAffectNavigation property to true (it’s only editable on defaults of an object, not on an instance, hence need for a BP).
replication on sprite flipbook component (works server->client but client-> BUT
Hi Hope you’re fine, great to see you’re back now
Tell me, i’m currently working with 4.4 version, Currently i’m fighting to get Sprite replication working on both server/client current best result i’ve is
on client side :
Everything is fine and i’ve both client/server sprite replicated
but on server side i’m not able to view client sprite replicated
So first things is : is it my fault ? because i’ve seen in 4.4 release note that it’s seem to be normal because feature is not fully supported yet ? check below :
“•New: Enable replication on sprite flipbook component (works server->client but client->server will still require an RPC).”
could explain why on my server i can’t see client sprite replicated.
Shall i await 4.5 version to get replicated sprite feature 100% supported or have you a turn around because it’s mention about RPC, remote…
but i don’t know how implemented in fact
Hey!Welcome back!
I wanted to tell you for quite some time but for some strange reason i always forgot about it.
Every time i want to change something regarding my assets by using property matrix i face problem.
There is no progress bar whatsoever and since you cant see what is going on you think that software is stuck and not responding.
Of course is not noticeable when you change a couple of sprite’s settings but when you try to change for example size of 150 sprites and system takes a few minutes to calculate them, then your first reaction is that Unreal is stuck.
first few times and before i realized that it took so long to change a setting to all those sprites i literally killed Unreal process .
Another thing that you should take notice is fact that if i change for example 50 sprites size it takes only a few seconds. If i try and change 150 it takes minutes.Why is happening?Shouldn’t be a few seconds X 3 ?
I checked code: that’s a side effect of marking the “Use Flat Base For Floor Checks” check box, capsule becomes a box!
I’m trying to think about a solution.
Thank you for looking into Xaklse!
Obviously you are a programmer and we could use someone with your skills to help improve Paper2d faster.I personally can only help by spotting all weird stuff.But i guess is part of solution as well
Keep up good work!