I’m not at my home workstation right now but from what I remember it was both actor and spline points that were translating incorrectly in 2d. I’ll make a video tonight showing it and send you a non public link.
Cheers
Dan
I’m not at my home workstation right now but from what I remember it was both actor and spline points that were translating incorrectly in 2d. I’ll make a video tonight showing it and send you a non public link.
Cheers
Dan
, Any advice on issue? 4.7p7 Paper2D terrain collision dilemna - World Creation - Epic Developer Community Forums
Hey , just wanted to stop in and say thank you for all hard work you’re doing. I love direction Paper2D is headed, and I’m very excited for future!
P.S. You’re .
For collision, I am not too worried because we have access to spline component. From that we can instance whatever collision geo we want along it. Just watch my road tool tutorial to see how to do that.
https://www…com/3GIcFrR-bJk
He ya !
I wanted to remind you about preview boxes that are not showing correctly, rendering issues(flicker/jitter) and while i am at it i might as well give you another one :
It seems that if sprites are rotated inside initial texture created by texturepacker (for space optimazation) then flipbook collisions keep that rotated collision box. That is not case if you preview sprite by it self.
EDIT: I figured out a temporary solution for problem. I f i property matrix all of them as custom then everything works. If i revert it back to tight bounding box then problem returns.
Hey , I wanted to stop in and ask a question about Orthographic Camera. I apologize if isn’t correct place to post , but I searched and couldn’t find a dedicated thread and I saw you had recently committed some changes to camera code. My project is using Paper2D in tandem with 3D models in typical 2.5D style.
I have encountered same issue as others where I can’t see shadows in any orthographic camera, with exception of shadows cast by a Point or Directional light. Additionally, I cannot seem to get many particle effects (such as default fire or smoke) to appear in game. I understand other folks had reported these issues and they are awaiting developer attention, but I was hoping you might be able to suggest a work around or even just comment on status of these potential improvements. I have attempted to work around these issues in mean time with a very low FOV (5.0) Perspective Camera, but that causes other problems, obviously. For example, I cannot see any shadows with my camera at a reasonable distance for scale I desire with a FOV set so low, since shadows are just being culled.
I appreciate your time and I have to say thanks so much for your dedication to project! I can’t wait to see what tools we get in future from Paper2D.
Hi I was wondering if anyone has had any luck using lighting with paper2d. Using example project I modified most of materials to be lit materials, and preview seems to show me what I want to see: http://puu.sh/gAl9z/fe18b7a98b.jpg, but when I render game it looks more or less same as stock tutorial: http://puu.sh/gAlam/70cf2dee71.jpg. I’ve tried checking and unchecking Force No Precompiled Lighting, but there are no changes.
Using other paper2d example I seem to be having better luck.
Sprites render in 3d space, if you want them to face character, that’s another thing tho.
Can u attach a flipbook to a socket inside a flipbook? for say attaching a 2d gun to a 2d player? or how would be done?
Yes it’s possible, there’s a node you can use that gets you socket location in world.
Any example bud?
May I ask what 4.8 will see finished? I am starting to get cold feet again as months pass by without any major features and improvements regarding paper2d. It feels that it is a side project for you guys and you only work on it when you either feel like it or you have free time which of course you never have. I cannot stress enough how heart broken I am…
roadmap and Paper2D board are both pretty much up to date. big notes for 4.8 are probably going to be editor workflow stuff like layer snapping and batch rendering improvements, but there are a lot of other smaller things that are in or coming in as well. one thing that may not make 4.8 is Tappy Chicken Paper2D+UMG conversion, as it is on marketplace/content team and they’re pretty swamped with other things. I may end up moving that to backlog next time we update boards since it’s been delayed so many times.
I’m not sure what you mean by months passing though, last week had tile flipping/rotation support, various bug fixes in socket editing, and before that was multiple texture support in sprites/sprite materials. I did spend about a month helping out on in-world component editing workflow for 4.7 and GDC demo perf., and things like that will always come up from time to time.
Cheers,
You can either do it dynamically (in construction script or when something is equipped) using Attach To node, or you can do it in Components Tree by first parenting child component to parent component and then editing Parent Socket property in details panel with child selected.
Cheers,
There are some open issues with lighting and orthographic cameras. There is a JIRA filed on Rendering team but I don’t know current priority on it. You might try using a perspective camera with a low FOV and see if that helps for now.
Cheers,
There is a ‘Far Shadow’ setting in 4.8, but I think it only affects directional lights. You can also edit cascade distances on directional light itself and see if that helps (they’re hidden in advanced sections, hit little up/down arrows in categories or use search filter).
Cheers,
BTW. In general for rendering issues in orthographic views, I’d report them on AnswerHub as rendering issues or in Rendering section of forum.
Cheers,
I posted in a separate thread but I guess is more proper place for it:
I know that Paper2D currently has concept of a flipbook which lets you create an animation from key frames, but I think is too limited in some cases.
What I’m instead is proposing an animation system where each frame is created by placing various sprites into frame. You would be able to set location, scale, rotation, and color of each placed sprite in frame.
would allow a much more diverse range of animations to be created from existing sprites rather than creating new ones. It would also be able to achieve same type of animation as existing flipbook system.
Additionally, I think it would be desirable to be able to override sprite used for a particular animation instance at runtime. Why? As a matter of customization. Think about a 2D RPG. You could replace various parts of a character like head or body depending on what you’re wearing with override functionality.
You know that i only have mad love and respect for you but sometimes i get feeling that you try to answer in a diplomatic way to keep everyone happy. We are working our … off everyday (2 people with jobs,self funding everything) to create a game that will make us proud and will showcase diversity of Unreal and maybe prove to world that paper2d is a viable alternative if not better than any other 2d engine out there including Unity. But in order for to happen we need support from you guys as well. For a newcomer or someone that is playing around with paper2d small things like fact that thumbnails of my sprites are all over place might not matter. But for me with thousands of sprites makes my life very difficult to choose and drag something i cant see into my level.Believe it or not i waste a few hours a week just by that. In a team of 2 you don’t even have a minute to spare let alone hours.All these small things really add up ,when you are struggling to create a game and bring your moral down.But that is just tip of iceberg.
biggest problem i am currently facing has to do with draw calls. From when i started using paper2d back in summer i had read about tilemap support.I thought that it would be ready in a couple of months since it is vital for every 2d game. I started building my game logic,drawing more assets and eventually i moved on to actual level creation. How long can someone wait?I set up my collisions and started dragging around sprites. Now i am in a position that my game is so far into its development that when you finally make collisions for tilemaps happen i will either have to redo everything (please kill me now and spare me pain) or i will end up with a hybrid with god knows what side effects will be.That is why i am constantly complaining about slow paper2d development. All of my money goes toward game and i am too stubborn to quit or even think resting for a minute but please give us something to start smiling again! You have a project that proves all that jitter and flicker i am complaining for many months now, and we still have no clue if you had time to take a look at it. You might have not realized but you are something like a mini god (regarding software) affecting our lives and our well being . So please try and understand my pain when a whole week passes by and i see nothing committed regarding that i am using.
That being said we are planning for an official unveiling trailer of our game early next month and hopefully people will be able to see potential of paper2d and maybe we can make you proud as well because without your code nothing would have been possible!
Fixed in /EpicGames/UnrealEngine/commit/3fe793fa9ed2c9ceed3614545f465dc0fe8c6500
Cheers,