Couldn’t find post, but gist of idea was to define custom collision channels in Edit…Project Settings…Collision (say ‘JumpThruablePlatform’ and ‘JumpingPlayer’). Set platform to block all except for jumping player, and when player jumps, switch their collision to jumping player, and when they start falling, set their collision back to normal. There are some details you may have to work out RE: if you were penetrating when you start falling, but I think should work.
I downloaded it and threw in a JIRA to make sure I look at it for 4.8 but haven’t had a chance to yet. I’ll try to have a look after I get back from GDC; as you can imagine things have been a bit hectic for us for past few weeks
In 4.7, you’ll need a material instance per map, but in 4.8 you can define multiple textures directly in sprite so you only need one material (should be a post a page or so ago in thread).
RE: actual art, I took image, ‘delit’ it (by flood filling shadows and highlights with midtone color), and used SpriteIlluminator beta to make a quick normal map. I didn’t paint in eyeball bump or anything as it was a quick test.
Thank you, , for update on rotation issue, and thank you for instructions on socket use! I tried it out on 4.7 and it works perfectly, will be a great help for our project.
I think there might be a bug in tilemap’s drawing offset. I have a tileset with a 1px border around whole set as well as 1px between tiles. tiles seem to always be chosen from 0,0 no matter what drawing offset is. I just wanted to check if it was user error on my part. problem can of course be worked around by not having a border in image but if for some reason you wanted to use filtering then it might be an issue.
ok so I just realised that drawing offset doesn’t have anything to do with tile display in editor, it is an actual offset when drawing in world so ignore that.
thing it does effect is way that you choose a tile in tilemap editor. It makes it really hard to pick a tile correctly.
These I know I shouldn’t report as they are part of experimental features but terrain splines mess up a bit when physics is turned on. Sometimes rendercomponent doesn’t go back to it’s original position causing spline and renderterrainCmpt to be in two different places. would be nice to have it clean itself up or a force rebuild renderCompt option.
also when duplicating and moving actors around, rotations dont carry through properly. ie you rotate which works, and then you translate in two dimensions using handle but they move in wrong direction. moving in single axis at a time workds fine but two axis moving in a plane is when it breaks down.
not trying to make your life harder , just giving you a heads up what might need working on when you get round to it.
In meantime, heres my latest video tutorial overview on tile maps setup and editing…
Rendering 2D sprites in 3D space similar to how Doom, Wolf3D, Catacombs 3D, and Strife did it with their enemies, power-ups, keycards, and like. I am really lost on how I can do eight way sprite rendering that doom employed for showing different angles that an enemy would face.
So we have allot of 2D side scrolling examples would it be possible to do a 2D top down example? Similar to games like Pokemon or Nuclear throne?
As mentioned by earlier, I too am having extreme rendering choppiness that makes game look really laggy while playing. Even with only a few sprites visible, such as in picture, you can see major rendering lag as character moves. I’m thinking that somehow my configuration must be set up incorrectly, because I haven’t seen anyone besides with issue, but I can’t figure out what’s causing problems. All sprites are unlit, I have disabled motion blur, I have disabled anti aliasing, and still no effect. only thing I can do to reduce it is set engine scalability settings to lowest of low which makes game look like one big blur.
I fixed issue with not respecting Margin and Padding in tile set editor preview a few weeks ago in /EpicGames/UnrealEngine/commit/75967837b7621bac4542577daa9bfeb193da3733 (will be a part of 4.8). tile set view still shows padding but rectangle offset and size is now correct. I may add an option in future to toggle a ‘compact view’ that shows it as if you made a tile map out of tiles in tile set texture.
Please keep feedback coming, it’s great when people give experimental features a go and file bugs (as long as they understand that bugs are possible / probable with experimental features)!
Not sure I follow, do you mean just doing a 2D translate on a spline actor doesn’t work, or do you mean on a single spline point or what?
I’d like to do a top-down RPG or rogue-like example at some point but I’m not sure when I’ll have time. It would be a good example of how to use tile maps once they come out of experimental.