,
Flipbooks don’t have any collision themselves, so things like touch events won’t work on them by default. An invisible sprite or box component set to block visibility traces (default channel used for touch queries) should both work fine.
Cheers,
,
Flipbooks don’t have any collision themselves, so things like touch events won’t work on them by default. An invisible sprite or box component set to block visibility traces (default channel used for touch queries) should both work fine.
Cheers,
,
What exactly was problem you ran into trying it? approach using vertex color should have worked fine in 4.4 (unfortunately I made asset off of main branch or otherwise I’d attach it here for you to try).
No announced release date for 4.5 yet, it’ll typically be two to three weeks after we branch for release, although I’d suspect we’ll do another preview release shortly after branching as we did with 4.4. It worked out really well there and I think helped make 4.4 final release a more polished product.
RE: Default fancy materials / 2D starter stuff. I’d like to keep amount of core engine content to a minimum, but it seems like a good idea for a demo in content examples or in a marketplace pack if anyone is interested in making one (hint hint).
Cheers,
Thanks - comment re CollisionThickness got navmesh generating at a decent thickness, but it is still on underside of mesh. I’ll see about pulling a latest-preview branch down and let you know if that fixes it.
“It’s possible to create gameplay itself in blueprints, but not all of iOS Game Center features are exposed through blueprints currently. Leaderboards and achievements are, but matchmaking is not, for example.” - Gerleve, Staff Is it possible to create a multiplayer game using on Blueprints on iOS? - Multiplayer & Networking - Epic Developer Community Forums
Can I put my vote in for adding GameCenter networking to blueprints so I don’t have to use my Mac to develop a multi-player game? I absolutely love idea of developing on a windows machine and compiling on a mac when I’m ready to ship, and really throws a wrench in that system for all non-single player games.
Networking is also one of those topics that, if not possible in Blueprint, is tricky for those who don’t have an engineering background.
In case anyone more than me had missed it: There are some new Paper 2D tutorials posted on UE4 channel.
Hello everyone,
did you guys change anything in latest 4.4.2 update that broke stacking order (z order) of sprites during runtime in paper2d?Right now i set sprites in different Y numbers system renders them randomly depending where i am in level. ((example tree at Y=0, Rock at Y=-0.2,Pillar at Y=-2) System renders them in weird stacking order while i move).I am just in case you know something before i start recording Videos again
And by way i have a couple more weird things to show you just to keep you up to date .
first one is about flipbooks not updating after i change default material and second one has an unreal example attached to it.Maybe it is a paper2d specific maybe it is not.
Byeeee till next time!
Thanks. It works pretty well. Any ideas on how to have it work both ways? Ex: If you’d want to jump on an upper platform, but also descend back.
,
Mind opening up as a separate thread in Blueprints forum? I’ll try to get or to chime in there on their general plans for exposing more networking/matchmaking concepts to Blueprints.
Cheers,
Let me know if you’re still seeing it generated on bottom of platform.
Cheers,
Hi ,
I’m not aware of any sort order changes that went out in a hotfix. I’d like to get an alternative sort mode for 2D games checked in for 4.5, but time is running short so it might not make it.
I replied to flipbook material post but have no idea about other one.
Cheers,
Moved Paper2D in source hierarchy
, just a heads up in case anyone is making local modifications to Paper2D:
has been moved/renamed from Engine/Plugins/Experimental/Paper2D to Engine/Plugins/2D/Paper2D as of /UnrealEngine/commit/263ef78c8857b4a90fb46438aa28c8a90d2dc9a2
In Perforce, it’s easy to auto-resolve local modifications to moved files via p4v, but I don’t know equivalent action in git (or if there is one).
Cheers,
, Trello board hasn’t been updated in a while, is everything marked 4.5 still looking like its going to make it?
Same here!I have created a ladder and i dont know how i can descend from a platform back to my ladder.Please do something about it Mr!These stuff are 101 for any 2D game.
Hello,
I guess i had to record a video after all.
What heck is going on with my game?
(If preview quality of dropbox is horrible please download and watch from your pc)
Any ideas?
could you please give us a few more details on what is that you are working regarding z order in paper2D?Maybe that could solve above issue.
effect happens when you have two planes that are very close on Z and your camera moves away from top plane. camera is doing a line trace to objects from its origin to their origin, and when you move to right, your fireball thing is actually registering as being in front of wall because it actually is closer to camera. Move your fireball thing a little further back in Z axis.
Chill out. He’s working crazy hard at making sure all our questions are answered and you’re borderline abusing his readiness to give feedback by posting several times a day and expecting an immediate response to all your troubles. I’m not convinced that your problem is actually on fault of Paper2D either - it’s most likely something you’ve messed up (as it is with all of us).
Dear ,maybe you did not watch video till end where I set my fireball vase to -20.Is very close? Would you like me to post another one that If i set it to -100 it will still do same? is something that did not occur before latest update. system registered even 0.01 Z order changes and I had zero issues with stacking order during playback so yes is a very serious issue at least to me and who knows maybe to you as well, later on.
Once again I would like to remind community and you,that everything I say is always with best intentions and kind of humorous. So my above expression was not intended as rude but more as a motivational one.
last couple of months that I am here I have reported many bugs, i am not afraid to post pictures and videos of my game if helps to improve things,I suggested many features that are missing from paper2d and I have been offering my help to anyone in need. is considered abuse in your book? Do you think that a developer is capable of fixing and improving things without people like me/us that has an actual project and points out all things that don’t work as intended or others that are just a pain to use?Would you like me to send you my project so you can align my sprites (about 2000) one by one?How about making my traps work without flipbook collisions? Everything I report here is not for my personal gain but legitimate concerns about engine I use.And please do not forget that unreal is a multi million corporation not some lone developer so I would expect from them to improve things at an acceptable rate and use my feedback as something constructive. It saddens me that you think otherwise.Peace.
I actually really like that you’re posting a lot of issues because feedback is important for two reasons: It lets Epic know what to fix and it lets people like me know what pitfalls we might run into in future. I don’t think submitting bugs is abuse. To me, it seemed like as time went on you posted more and more frequently, with more and more frustration building behind posts. I’m sorry if I misunderstood that context as being humorous or constructive.
Having been to Epic’s headquarters more than once for various reasons, I assure you that I have no illusions as to their company size or ability to get things done. I do however know that they’re still moving faster and being a lot more transparent than any other company I’ve worked with of similar size - by a long margin.
With that said I’d like to not derail thread completely. I hope you’re able to find solutions for your current problems soon.
Let me take a minute to explain why I post a lot of issues with quote ‘with more and more frustration building behind posts’ .
What you say is partially true but it is more disappointment than frustration and there is a reason behind .Since I have not seen a single picture or video in here from another project that uses paper2d I have to assume that I am either ahead of everyone else or people are having zero problems with .If I assume first, it is absolutely logical for me to face most of early adopter problems since I am guinea pig that is trying to achieve something that has not been done before. Create a commercial 2D game with Unreal.Since Paper2d has not been battletested we have no idea what its capable of.Right now more I add stuff and more complex things I start to create ,more problems I am facing.It is like things I add break other things and so on.Although is Michaels baby I highly doubt that he had time or resources (artistically) to test it with thousands of sprites, tenths of flipbooks and complex collision for each of them. Can you imagine how hard is for me to spot all these and then spend hours every day trying to take screenshots, record videos and create projects to try and show them what is wrong?I am not complaining if things move forward but there is a certain amount of disappointed since I am not getting paid to do job(creating games) but instead I pay from my pocket and risk is all mine.I am at a point right now that I firmly believe that only way for thing to improve fast is if asks for my project and I tell him what I want to do with his tool and then let him try it for himself.Within minutes he will understand shortcomings of because he will be working with an actual project.What good is it if he creates next new feature when collisions don’t work correctly? Or it takes you 2 days to make changes to your sprites.Sorry for long post but it sucks to have no documentation, no guidance and a lot of things broken.But on bright side I love engine,i love people working for unreal,i like a good challenge and when they finally realize that second they perfect all rest of traditional 2d game engines will become obsolete and hundreds of thousands of people will rush to pay money to unreal, then maybe they will give more human resources to development of paper2d.
I just figured out what is going on with clipping issues.After i had posted Texture problems (i am using Paper2d) - Rendering - Epic Developer Community Forums i got an answer to use TranslucentUnlitSpriteMaterial so system can detect semi transperancies correctly. seems to cause problem during runtime.If i revert back to MaskedUnlitSpriteMaterial then everything works as intended but of course i loose my semi transparencies and everything looks really bad .Is normal behaviour or should i report is as a bug?
A few days ago i posted about lack of a progress bar when we change stuff in property matrix.I made a feature request as i was advised but there was always something troubling me about performance and many sprites as i said on same post.Today i decided to see what is going on and since has to do with sprites i am first reporting it here. My fears were correct since there must be a memory management problem (please forgive me if is not correct term) because of what i see and feel, performance wise.Unreal is usually consuming about 0.7 gb of memory when i first open my project.If i load into property matrix about 30 sprites and change something it takes a few seconds(less than 10-15) and memory hardly goes up and then comes back down probably because system releases them from memory.If i load a few hundred at once(in case 252) then it takes about 10 minutes to do exact same changes as previous example which is many times more .Plus memory spikes to ridiculous numbers meaning a person with less than 12gb of RAM will run out and Unreal will shut down.
But my biggest concern is fact that even when it is finished doing all changes memory count stays same!I see 6gb of ram being used by Unreal until i close program and open it up again.It is like it is never releasing all that has stored in memory.