Shaking effect?
Cheers,
Shaking effect?
Cheers,
actual texture is unimportant (you could overwrite sprite sheet with a solid white texture), just UPaperSprite .uassets that are misbehaving are what are needed for a repro (e.g., it would be fine to send just sprite .uassets that are bad, and tell us path where those assets sit as well as path and pixel size of where referenced texture should be; I can then just import a solid color texture at that location).
Note: If collision or render geometry is set to shrinkwrapped then obviously contents of texture does matter after all (but only alpha channel).
Cheers,
Hello .
is one of them
I am using TexturePacker for all my atlases.
Edit: Oh and i tried ETC2 format but nothing changed. Textures are still 10 times bigger than original ones.
format (top right) indicates texture is uncompressed. is controlled by texture group unless Compression Settings is overridden (which it is in your picture). defaults for imported sprite sheets are an editor preference (Paper2D - Import) in 4.8, but you can also change it per texture or for all your imported textures using Property Matrix to bulk edit them.
Cheers,
, man my apk is now 60% smaller. Happy to hear that we can set compression setting from project settings on 4.8.
I give you my thanks man
@: Nevermind about repro, I was able to find an old test asset in one of my projects that has same issue and will try to get that fixed for 4.8p2. Note for future: It actually prints out log spam about what failed during load, don’t forget to check Output Log if things go wrong
Cheers,
issue with losing geometry shapes when loading sprites in 4.8p1 has been fixed in /EpicGames/UnrealEngine/commit/96fe5943a574f7c145f4ccc480770367da3b2d96 which will be part of 4.8p2. It only affected assets saved with exactly Paper2D version 13 (4.7.4-4.7.6 or main branch 4.8 prior to geometry refactor). I had tested with older assets saved in 4.7.0 which worked after refactor even without struct redirect due to an unrelated bug in SerializeTaggedProperties
Cheers,
Ok, so in general you already know about it.
Not quite, it’s 16x13 tiles, with one tile being 16x16 pixels (so its a little bit short of 256x256 in height; padded to get a pow2 size).
Nope, sorry. ` key doesn’t work for me, since I’m on a german QWERTZ layout (it doesn’t work in UT either). Even remapping it to something else like F12 in 4.8\Engine\Config\BaseInput.ini doesn’t work (but I think I’m simply editing wrong config here).
But closing Details panel does help a lot. And it seems that it might be a memory leak or something, since performance degrades over time with every click when Details panel is open.
You should be able to edit them using Project Settings … Engine - Input … Console Keys.
Cheers,
Nope, sorry. Both “^” and “Zirkumflex” (which is apparently same character) are bound to console, but neither works in main Editor viewport (again, German OS with German QWERTZ layout). I also tried preselected “`” and a newly bound “ö” (o with dots above) - neither work. But I think thats something I should be putting on AnswerHub, rather than Paper2D thread - Edit: there we go.
Please do create an AnswerHub thread for that issue, it is expected to work.
Cheers,
4.8p2
4.8 Preview 2 is out now, please check it out if you are interested in trying some of new features out. will be one of last chances for feedback before 4.8 ships. Here is a non-exhaustive list of new Paper2D features in 4.8:
Tile Maps:
Importing and sprite processing:
Sprites work in more places:
Misc. 2D editor workflow:
Geometry/collision editing:
Flipbooks / flipbook editor:
Bug fixes aren’t included in list, but there have been a number of those as well.
Cheers,
stuff! You have outdone yourself release! Cannot wait to try ‘GetPlaybackPositionInFrames’ . Do you think i could use that to trigger sfx (something like a sound notifier)? If works i can synchronize sfx and walk cycles so much easier! And it will become flipbook playback speed independent. I am heading to now.
Did you read by chance a post i wrote in feedback section regarding paper2d and cooked performance? Would you be kind enough to comment on that and maybe give us some insight on why is happening and what is causing it?
Thanks!
I would like to know how to jump onto a platform from under it in UE4? Is there a sprite option or can I change blueprint to change collision of a Box?
Hello littleclaude,
What you are can range between very simple and very complicated depending on how you want to implement it in your game. I will try to give you some pointers on where to start and hopefully you can pick up from there and expand it to better suit your needs.
As you have guessed (simplest method) way to go is to disable collision for tile you want player to be able to jump through. You create a bp that has that tile inside it and you add a box collision a little bigger than tile itself. then when player touches that collision box you disable bp’s collision and when he exits you re enable it.
Things to consider: make it only work when player is ascending (tip:get his velocity) to avoid funky situations.
Experiment with collision box size to make it feel more “natural”. And last but not least you need to create a safe zone so that bp will not re enable collisions as long as player is inside tile , otherwise he will get stuck.
I hope that above information can get you started. Good luck with your game!
You can use it to do things like , but you have to be careful and always check a time interval, never specific frames. For example, if you call GetPlaybackPositionInFrames on game frame 1 and it returns 5, and again on game frame 2, it might return 7. You would then check interval [5,7] for any events that need to occur, not just frame 7.
I haven’t seen your other thread, can you link it? I did just post some numbers for grouped sprites that are coming in 4.8 in thread though Rendering 5000 sprites in UE4 10x slower than Unity5? - Rendering - Epic Developer Community Forums if you want to take a look. same underlying changes also apply to tile maps in 4.8p3. They were already more efficient than loose sprites but still had a non-trivial per-frame RT cost, which is now gone.
[edit]Note: grouped sprite component changes missed preview 3 which was apparently cut Saturday morning…
Cheers,
Here are some additional features coming in 4.8 beyond what are listed in Project: Paper2D - C++ - Epic Developer Community Forums
Grouped sprite components
A grouped sprite component allows many instances of one or more sprite assets to be drawn together in a minimal number of batches (separate materials or textures will still split batches).
Working with groups is pretty simple:
Note: All sprites in a group will be drawn as one or a few draw calls ( mininum required given materials and textures). means that:
Tile maps
Snap layers
Cheers,
is original post. Cooked performance and Paper2d. - Feedback & Requests - Epic Developer Community Forums
Since then i conducted some more experiments and it appears (to be honest i didnt know that,but it makes perfect sense to save resources) that engine is capped at 120fps. When i set ‘t.maxfps 400’ my game was exceeding 300fps in some areas with my gtx980. As a comparison cooked game can barely hold 50-55 fps and every second or so it drops as low as 15 and gives me something that appears to be a cpu stall because everything freezes for a while. Needless to say that game is unplayable.
Another thing that puzzles me (as i have mentioned in my feedback section post) is screen tearing. How is it possible for my game to run at 120fps in either new editor window or standalone game with zero artifacts and cooked game to suffer so severely? Does it use a different renderer? Are there any settings that i must enable?
I believe that is a very serious problem and as always i am here to try and help you with anything you might need.
Do you see a difference in performance when running a standalone game versus editor, or only in cooked builds? Running with -game is a lot easier to test and iterate on than cooked builds and should be pretty similar.
Have you done any profiling yet? Use Stat scenerendering to compare same scene when it is fast versus when it is slow. If number of draw calls is dramatically different, you may have things instanced or loaded multiple times somehow.
Stat dumphitches will write a stat capture of all events above a certain threshold to log whenever you hit a slow frame. is first go-to tool for tracking down hitches, and should tell you exactly what your once per second hitches are doing.
Cheers,
I just started get to grips with profiling and these are results so far:
I see everywhere these kind of messages*** [2015.05.20-19.50.38:904][984]LogPhysics:Warning: AddConvexElemsToRigidActor: ConvexElem is missing ConvexMesh (3: /Game/Sprites/Spartan_NEW_sprt/attack_1/Spartan_attack_1_NEW__009_png.Spartan_attack_1_NEW__009_png:BodySetup_1382)***
It appears that most of my sprites give a log physics warning. I do not know what it is but it doesn’t sound good,does it?
Another warning that fills up my log is :*** [2015.05.20-19.41.23:172][942]LogBlueprint:Warning: Loaded invalid component bound event in node /Engine/Transient.EdGraph_4265:K2Node_ComponentBoundEvent_883***. Again i could use your help because i have no clue what is going on. One thing i have noticed though is that from 16/5 and on wards all master branches seem to break some of my BP’s
All above are from PIE and not cooked. I am trying all day to launch a cooked build of my game but unfortunately on double clicking .exe it just crashes ,without even giving me a description of why it is crashing .
Dont know what to do…
EDIT: I get TONS of physx errors during cooking:
0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_49_png.Axe_49_png 17 (FlipX:0). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.29.37:059] 0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_49_png.Axe_49_png 32 (FlipX:0). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.29.37:063] 0]LogPhysics:Warning: PHYSX: …..\PhysXCooking\src\convex\ConvexMeshBuilder.cpp (253) 32 : Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe)
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.29.37:063] 0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_49_png.Axe_49_png 17 (FlipX:1). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.29.37:065] 0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_49_png.Axe_49_png 32 (FlipX:1). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.29.37:073] 0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_48_png.Axe_48_png 32 (FlipX:0). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.29.37:078] 0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_48_png.Axe_48_png 32 (FlipX:1). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.29.37:095] 0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_46_png.Axe_46_png 28 (FlipX:0). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.29.37:101] 0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_46_png.Axe_46_png 28 (FlipX:1). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.30.00:897] 0]LogPhysics:Warning: PHYSX: …..\PhysXCooking\src\convex\ConvexHullBuilder.cpp (1116) 32 : ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.30.00:897] 0]LogPhysics:Warning: PHYSX: …..\PhysXCooking\src\convex\ConvexMeshBuilder.cpp (253) 32 : Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe)
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.30.00:899] 0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_23_png.Axe_23_png 25 (FlipX:0). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.30.00:903] 0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_23_png.Axe_23_png 25 (FlipX:1). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.30.00:913] 0]LogPhysics:Warning: PHYSX: …..\PhysXCooking\src\convex\ConvexHullBuilder.cpp (1116) 32 : ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.30.00:913] 0]LogPhysics:Warning: PHYSX: …..\PhysXCooking\src\convex\ConvexMeshBuilder.cpp (253) 32 : Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe)
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.30.00:914] 0]LogPhysics:Warning: Failed to cook convex: /Game/Sprites/Axe_sprt/Axe_22_png.Axe_22_png 26 (FlipX:1). remaining elements will not get cooked.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.30.00:921] 0]LogPhysics:Warning: PHYSX: …..\PhysXCooking\src\convex\ConvexHullBuilder.cpp (1116) 32 : ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.05.20-20.30.00:921] 0]LogPhysics:Warning: PHYSX: …..\PhysXCooking\src\convex\ConvexMeshBuilder.cpp (253) 32 : Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolki
MainFrameActions: Packaging (Windows (64-bit)): t::createConvexMeshSafe)