Thank you Mad! It was right up there in my face and i didn’t even notice it.
4.5 preview release notes were released and i did not see anything regarding paper2d.
I am starting to get worried that we are going to get stuck for another 2 months with no progress to all things we need and must have in order to create a full game.
Can we please have an official answer on what has been fixed (collision bugs,translucent z order etc) and what has been added(flipbook collisions,tilemaps etc)?
I am trying to stall as much as i can with all these problems i mentioned above by doing other stuff but my time is running out.
Right now i have an almost ready game regarding play mechanisms and everything works as a standalone feature but i cannot connect dots between them because nothing works as intended.I hate to repeat my self but Collisions are broken(both for flipbooks and actual collision system) z order issues,fade in/out for matinee,flipbooks do not play when “tickable when paused” etc just to name more important ones.
I want to create a small 2 level demo in hope of getting some funding so i can add even more hours to my game and do not jeopardize my family’s well being but i cant right now because of reasons stated above.So i will kindly request an honest answer on whats going on,what are reasons for development being so slow and in end of day if you have will (because we all know you have skill) to create best 2d system out there.
We are human beings working really hard for our passion but on same time we have bills to pay and we deserve more transparency regarding future of tool.
Thank you.
Did you only read blog post? actual detailed notes are in forum post (linked at bottom of blog). Here is slice for Paper2D:
Paper 2D
New: Added debug rendering for pawn/visibility collision on sprites.
Added support for VMI_CollisionVisibility and VMI_CollisionPawn view modes to FPaperRenderSceneProxy
Changed sprite wireframe colors to match static mesh display (including differentation for mobility)
New: Sprites can now affect navmesh generation.
New: Support for defining or querying sockets on flipbook assets and components
Current implementation passes thru sockets defined on each source frame and does not allow authoring directly in flipbook editor, but it is otherwise fully functional
New: Improved material support on UPaperFlipbook assets and components
Converted UPaperFlipbookComponent to derive from UMeshComponent, allowing materials to overridden at runtime or via Blueprints
Added a default material to UPaperFlipbook assets and changed Material override in UPaperFlipbookComponent to default to null
should have no impact on existing content, but allows flipbooks to have a material set once and show up correctly inside of flipbook editor, rather than requiring it to be set on each instance.
New: Added support for a negative play rate on flipbook components.
New: Added support for choosing project-wide default materials that will be applied to newly created sprites.
Combine various InitSprite variants into one function that takes an init parameters object.
New: Moved Paper2D out of Experimental folder, as only a few parts of it are still experimental.
New: Expose RenderComponent to Blueprints in APaperFlipbookActor and APaperSpriteActor, and add 'pass-thru' metadata so various functions can be called on component from an actor reference.
New: Added DLL export to UPaperSpriteComponent and APaperCharacter
New: Added support for manually creating sprites with holes in render geometry.
New: Added class comments to APaperSpriteActor and UPaperSpriteComponent, remove EarlyAccessPreview flag from UPaperSpriteComponent
New: Flipbooks are now created automatically by auto-detecting and grouping names from selection or sprite sheets.
Sprite source region edit mode workflow has been improved, slice up sprites quickly by ctrl-dragging rectangles.
Fixed: Sockets are now drawn at correct location in sprite editor when pixels/uu is not 1.0
Fixed: Socket gizmo manipulation speed is now correct when pixels/uu is not 1.0
Fixed: Sprites no longer have swapped vertex color channels on iOS and Android devices
Converted FPaperSpriteVertex and FMaterialSpriteVertex to use FColor instead of FLinearColor
Added check() in FLocalVertexFactory to enforce assumption that ColorComponent is VET_Color
Fixed: Contact filtering was not being correctly applied in Box2D prototype (also fixes a crash in debug when using Box2D)
Implemented Geometry editor usability improvements.
4.5 does feel really soft for Paper2D, my guess is that UMG probably pulled a lot of their resources away for version. Hopefully we will get more Paper2D updates now that it looks like bigger piece of UMG have been completed. I think translucent issue is pretty big and hope thats tackled immediately in 4.6, because its basically impossible to do anything with fading or transparency at moment because of it.
Will Paper 2D integrate with Spine or will it have similar functionality? I like bone animations and mesh deformations driven though code.
That actually sounds like a fun project (integrating Spine). I wouldn’t mind taking that on at some point if a few people would like to see that. Don’t know if Epic would do that directly, since it’d be tying to a paid proprietary tool that is not a standard. I’d expect at some point they’ll have internal support for paper-doll animation, though.
Does flipbooks keep sprites collisions?
(i posted a question bout it on answerhub) Does flipbooks keep sprites collisions? - Asset Creation - Unreal Engine Forums
No, you have to add separate colliders.
Hi all. Just checking in.
I’m about to start a new project with paper2d and just had a couple of questions…
- Are we going to see a fix to tileset “1 tile offset” bug soon?
- I’ve tested spline terrain collisions and at moment, it creates rectangles along spline of what seems like a fixed length. Are we going to get a way soon to vary that length and hence how many colliders get placed along spline for finer collision resolution? I’ve already done a similar thing myself for standard spline components, so is there a way we could access underlying spline and cast it to a spline component so we could use “get location at spline point” functions then we could add collisions ourself or do other interesting things with spline?
- Any update on the ‘pixel aware’ camera component on trello board? Is similar to what I’d suggested about not allowing sub float camera positions to keep it rounded to whole ‘pixel’ positions determined by orthographic size? (I’m guessing that if camera ortho size and render resolution were same then it would be a case of limiting camera positions to whole values). That bring up issues of physics units though. Could there be some kind of pixel to unreal unit transform for camera (a similar transform for scale of sprites) but it instead constrains camera to regular intervals in world based on set transform.
Cheers
Dan
I wonder how to achieve ?
I tried to put an invisible sprite component behind my flipbook and set sprite to current sprite in flipbook but i cant reach current sprite played in flipbook
How to set easily collider for a flipbook that match sprite collision?
As far as I know there is currently no good way to do .
Its been a while since we’ve heard any updates on Paper2D, it doesn’t look liked plan 4.5 features came, are they still planned for 4.6? Is Paper2d still in active development?
yeah I’d like to hear some news …
its seem pretty quiet.
Specifically I want to know more about batching sprites and performance in mobile !
Ive kinda held back with these questions, but to quote first post in topic “goal of Paper2D is first-class support for making 2D and hybrid 2D/3D games in UE4.” I’m still hoping Paper2D is something that will be fully supported going forward. I’m banking my project on it. But Trello board is all but abandoned at point - and there has been little to no updates on project going forward (besides some bug fixes in 4.5, and given 4.5 's size and development time those weren’t really notable). Considering we are all paying monthly (and success of our projects are necessary to get 5 percent), and anyone doing 2d absolutely depends on module, it be nice to have a sanity check by a developer that everything is alive in well in Paper2d.
I couldn’t agree more.Silence is not way to go here.Please respect our worries and our long hard working hours and let us know what is going on.Honesty is always answer.Please do not treat us like any other big corporation out there.Come out and give us some good news dammit!!
Promise us that all difficulties we are facing right now will be gone, and not only that but paper2d will reach such a high standard, that it will be able to make us coffee and sandwiches as well!
I agree, we need to know plans for Paper2D.
Guys I have some performance issues with collisions using Paper2D SpriteComponents in mobile -android samsung galaxy s3-.
I post a link here because almost everyone who is doing things with Paper2D posts in thread.
Just thought I’d chime in and say I’m also a bit disturbed by lack of communication from Epic on Paper2D at moment. It’d just be nice to know how much effort they can put into Paper2D in near future; we all know UE4 is primarily a 3D engine, but it would soothe mind to know Paper2D hasn’t been dropped
One more guy here wondering about Paper2D. I’m currently in position where I should decide if Unreal Engine 4 will be at least in good terms with 2D games. If that will be case, then I definetly like to go with it.
I think is out at moment, which is why things have gone silent (primary on Paper 2D). I wouldn’t necessarily expect that you’ll get answers on thread, until he comes back.