Project: Paper2D

patch at /marynate/UnrealEngine/commit/70cd0fa29052f65511e97a0c2973fa9392188941 is required to package atlas on ios. Unfortunately it was not included in 4.9 release.

It is a very very minor change, any chance can get added to release branch sometime?

Hi, thanks for your quick reply!

I can’t find that “sprite merging” option on right click, but anyway I suspecting that will not work for my project if merging takes all my sprites and make a solid group.
My sprites in fact are independent blueprint instances spawned at runtime with a PeperSprite component and they need to be allowed to move/animate independently.

Yes, only works with sprites.

May i ask why would you use blueprint actors for sprites?
Actors,pawns and characters, especially, have a very big impact on performance since they have a LOT of stuff inside them.
3000 actors is an insanely big number for any hardware, let alone mobile.

In my humble opinion your benchmark makes no real world sense for game development.
You create everything as sprites or flipbooks (scenery, tiles, etc) and you only use actors for stuff that need some logic. Not even in bullet hell games will you see 3000 objects on screen at same time! :stuck_out_tongue:

Especially for mobile most limiting factor are draw calls. With sprite merging option you can make some really big and complex things only count for one draw call.
In general game development is about using everything you got in a smart way. Brute force is not always right solution, even though i have to admit that as time passes by it is less and less of an issue.

Just my two cents.

Cheers!

I tried with sprites only and still can’t find “merge sprites” option.

I use actors because I want them to have independent behaviors, all benefits of an actor, tick event, functions, independent movement.

I know actors have a lot of stuff inside, that’s exactly what I am benchmarking: UE4 actors, blueprint code and sprites.
There is any other class less heavier than actors that I could try to animate sprites independetly (now I’m thinking about components).

That’s happily truth, real world games cases rarely will need 3000 actors, but I have sim that I wanted to implement on UE4 made with Delphi 7 that
handle (and need to handle) more than 3000 entities independently see it here: https://www…com/G5wb4f5n6qQ

Every time I jump into a new engine or programming language I do test/benchmark and drawing 3000 sprites have been never a big deal. (See one with Smart Mobile Studio )

Those “one-draw-call” can occur on sprites moving independently or they need to be all static?

Thanks a lot for your two cents!

Hi again,

I just made test with Game Maker Studio, same 3,000 sprites and animation script mirroring my UE4 project.
Each sprite is a Game Maker Object (or Actor), having independent movement, behavior, scripts… etc.
It runs at **98 FPS **stable and smoothly…

similar test with UE4 on my PC runs at only 9.4 FPS, difference is too much, I would satisfied with some 30fps from UE to be happy.

My Specs: Laptop Toshiba i5-2410M 2.30 GHz, 16gb RAM, NVIDIA GeForce GT 540M

Made just to be sure myself that I’m not looking for something out of real world. :slight_smile:

Take a look at
. Rendering 5000 sprites in UE4 10x slower than Unity5? - Rendering - Epic Developer Community Forums

Hi, of course I know that thread, but I end results are same. Nate achieved a big improvement by grouping sprites but when tried to updates transforms he got 2 FPS for UE4… And is not an option for me if can’t move sprites.

Is there anything there or anywhere anyone can point me I would be very happy implement improvements on my test project.

why 2d disappear from unreal roadmap? in general i don’t see any improvement for 2d in ue4, where is sprite animator like in unity? where is huge performance with 2d…

PS i think many of you guys know Spine software for animation, and i don’t understand why Spine team in cooperative with epic cant release for UE, is there any limitation of ue in 2d for them? or spine team don’t like UE4 for some reason?

First I wanna say that right here
New: Exposed a way to set collision thickness / offset for tile maps and tile layers, and added a RebuildCollision method for use after SetTile calls.
has made life super for tilemaps we’re creating. Thank you very much!

I was wondering what are some of stuff on plate for paper2d going forward?

Thank you,
Batista

I think it was moved to another board.

Yep here it is: Trello

Is paper2d stuff ready to use for serious game projects? I searched a bit on www but I couldn’t find any famous game (made with Paper2D). May result from fairly young Paper2d-feature itself?? I don’t know…
Furthermore I read some posts that engine doesn’t have for example a full animation system like Unity3D or Spine. Now i’m unsettled…should I start game development with Unreal Engine or may use Unity3D to develop 2D games for moment? I would prefer Unreal Engine because i really like Blueprint system.

Do you have any advice?

I’m currently utilizing paper2d to make a isometric game with advanced features. So far I have had a few problems mostly due to not knowing how to make games ( being my first.) I’m slowly making progress as I experiment. I’d like to say that same thing would happen with unity because of 2.5d (3rd dimension adds another magnitude of difficulty when doing mathematics.) but I don’t know unity and I don’t know how well optimized engine is for 2d content. Game maker seems to be a popular 2d game engine that is incredibly optimized for 2d content and seems to be very user friendly for beginners.

I’ve been using unreal engine 4 since launch, learning everything that I can about engine. paper2d kept getting updated each engine version, I started working towards my first game with it. I found it to be fairly easy with blueprints and I’ve been slowly working in some c++ to get comfortable. I recently used a tile map and created a little generator that randomly placed grass on specific tiles (any tile that has a or black, put grass, else don’t put grass.) my first taste of procedural generation :stuck_out_tongue: and I was able to use tile map system to act as my graph.

In closing, I think Paper2d feature-sets are well advanced enough to prototype your game to near completion with caveat that a proper animation system is not in place since flipbook animation can leave you wanting for more.

Did sprite extract mode break in 4.9 ? Please devs look in your git logs and see if you accidentally released some broken/old code. auto extract is completely borked.

Can anyone elaborate on paper 2d or mobile 2d games with unreal engine in details please and thank you. I want to make games like Elemental Kingdom or Dragon blaze for pc and mobile cross platform. All 2D sprites as art assets. Thanks

Here is video link for Elemental game

https://www…com/W-minTO3Jeo

Does anyone now how to set:

r.Paper2D.DrawTwoSided

in a config file? I’ve tried adding to my DefaultEngine.ini:

[/Script/Paper2D.PaperRuntimeSettings]
r.Paper2D.DrawTwoSided=0

But it doesn’t seem to have desired effect. (That is to say - when I start up editor value is still set to default value of 1)

Any ideas?

Why don’t you set up material that you have assigned to your sprites as two sided? That should work.

Cheers!

For strictly 2D or isometric games you should definitely look at Godot Engine, extremely lightweight.

I’ve personally tried it myself and build a small level similar to what has done for his platformer game here, except that it only took me few hours including some art.

EPIC could build a 2D engine alongside UE4 for 2D games. By faking 2D in a 3D environment is not smart.

I tried – material appears as expected in material editor preview window, but when applied to sprites they still are double sided. Have you gotten to work before?

I ended up finding r.Paper2D.DrawTwoSided by digging through Paper2D source, and it seems like it’d be required to set it for one sided sprites. But if there’s an alternate way to do it with materials I’d love to!

I am sorry but I got a little confused.

You want sprite to show from one side or from both?