I would like some more information on how paper2d handles different collision options please.
As i said in an earlier post of mine i noticed that second i change collision in anything smaller that original sprite size (in my situation 128x128) then i loose ability to snap them together.It just follows new collision shape.Is there is something i am doing wrong or system is not yet programmed to handle something like ?
Bellow i am attaching a few pictures to help visualize my problem.
Another question is why shrink wrap fails to properly detect proper shape of my sprite tilemap. Thank you.
is a great starting point. Thank you and keep up good work!
Two more questions:
- How does current rendering problems with sprite normals look? link you posted is dead and it would be good to be able to differentiate from other problems we get.
- When do you roughly expect multiple Texture Samples will be supported?
link will only work if you are currently logged in to and have associated your ID with your Epic ID. It’s just code commit that fixed normals issue. runtime observation was that normal was flipped (turn on Show Buffer visualization). You’ll also want to set any materials you make for sprites to double-sided as a matter of course.
Probably 4.5.
Cheers,
Shrink wrapping isn’t really ready for prime time yet, it cuts pixel corners right now and can generate excessive small islands in some cases. I’d suggest setting mode to custom instead and just adjusting point of one corner down to match your slope, and then hitting Snap To Pixel Grid.
I don’t quite follow RE: snapping them together.
Cheers,
Thank you for all your support!
I deleted my player start object (found under :modes/basic/player start) by mistake and when i created a new one everything renders blurry only when moving.
Cant seem to find what is wrong since everything is same in my character blueprint.
Any ideas?
EDIT: 2 days later and i still haven’t figured out what is going on.I went from silky smooth ,super crisp to blurry textures when moving in one click!
Is there a possibility to be a paper2d bug?
Don’t know what else to try in hope to fix .
Hello !!
Hope you’re fine, short message to update you on fact , that we have found a way to get replicate animations working perfectly, (even if i saw that two day ago that you’ve added a flipbook “out of box” replication feature, really thanks for that very good things !)
I’ve few questions :
1 - By default, in 4.3 version, when we run game, we can notify that Light , cause some kind of blur, there is really a problem of rendering, for exemple if i Press F2 , while game run (F2 Unlight version) then i can see all sprites with perfect rendering. no blur , nothing strange…except for some very special texture where Alpha is not correct with current sprite material. is there any way to fix problem ?
2 - from 4.3 i’m not able to add a post process volume , sorry, i can add a post process volume or any other volume but anything work, why and how get them back
3 - from my point of view there is two really annoying things actually regarding collision (not sure if it’s bug or a problem occuring only from 2D Template or anything else) , i’ve created two new object channels and they are not exported in game engine.ini, which cause during packaging a build who not work as preview in editor because of lack of new object channels.
b]Changing object channels or colliison filter from object already in level cause changing to not be apply until we delete object in level and put them back again
Thanks for your help !
I’m trying to scale a sprite in an animation, however it scales from center pivot point. It doesn’t appear I can move pivot point with ALT + Middle Mouse to somewhere else, is there any way to make it scale from one of corners instead?
might matter too: I’m working with components, not actors.
If it wasn’t for your post i don’t know what i would have done.
I successfully created a line cast so my enemy can detect my player and i was experimenting with collisions trying to understand how they work in unreal.No matter what i changed nothing seem to work.it was always same.
If you do not delete every actor of that blueprint from level then changes take no effect!
so thank you for that!
Hi there,
I have a issue with getting my attack animation to play when i press input button. I have followed Mamonies braid tutorial, but he only shows some basic left/right/jump movement, and there aren’t any specific answers regarding my question. I’m stuck on for days…
I added pics of what my blueprint looks like.
My question is how do i implement my attack animation, so that when i press shift/input button character stands still and does attack animation, (animation continues even if button is released) and when animation is finished goes to idle if nothing is prssed or run/jump according to which button is pressed?
Pic below shows animation i need to add to my blueprint.
second image below shows a solution i tried with adding a attack variable. It worked but not way it should: Attack animation fired as soon as i play game, continues even if another button is press but if another button is pressed second time attack animation stops and idle, run and jump work plays normally again.
Thanks in advance.
Although i did not see your pictures because i am battling collision issues and i have a headache i will try and give you a general direction on how to do .
trick is to use bool’s for every state of your player.
example: on “space pressed” set bool “Is_Jumping " to true.On landed set to false.
on “f pressed” set “is_attacking” to true.on released set to false. in situation you will encounter problems and you should use “on animation attack finished” set to false for reasons that are beyond scope of answer (he will get stuck to animation attack if he never releases button ).
With simple way you can go in beginning of every major move of your player and block him with a simple true or false branch!
example:
on “f pressed” :if jumping is false” and “if player hit is false” and “if player is not falling” is false then play the **** attack animation!
EDIT: let me try and help you a bit more my fellow paper2d comrade . is just one of my player movement. see how i block things with bools?
I hope i helped a bit
It is that time of day again to ask for your help !
I do not understand what is going on with collisions in unreal.
I have attached a box in my turtle character so i can detect collisions between her and my hero. (second one is to detect if my hero is falling on top of her).
My hero capsule is set to vehicle (don’t ask why!)
as you can see from picture i have set on purpose to block vehicle category so i can have a visual of what is going on because with overalap i could see it firing all time in BP but i couldn’t figure out why.
When i start game after approx 2 seconds collision box of my turtle blocks me and hits me even across screen!it is like it’s expanding.
Any ideas of what is going on?
Thank you
Edit so i wont create another post:
Do collisions work in flipbook?
I have created a BP with only a flipbook animation and a box for detecting when my player is in close proximity to them so i can activate them.box trigger works wonderfully.
My problem is that although i have set up all my spear-trap sprites with appropriate collision box(in case shrink wrap) activating collisions in flipbook inside BP does nothing.I have even set it up to block all and my player runs right through them.
Is there a way for flipbook to take into account sprite collision box so we can have pression collisions for static objects?
Because my spear-
but if flipbook took account of individuals sprite collision box that it is inside it then everything would work perfectly!
Those are a lot of branches xD
So basically i have to use a separate variable for each animation ‘move’ i want to play when a button is pressed.
Your image makes sense, but how does your flipbook animations look? As shown in my images i have 2 animations for each move, left and right, and after that i have variable set to either true or false. But with all those variables do i need to add all those to every animation? Do you have some more pictures to make it more visable?
For left and right you do not need a bool since you can check if he is left or right by input axis and send appropriate animation from there.(-1 is left, 1 is right and you can use 0 for an idle animation meaning he is not moving.)
And yes you will reach a point where you will have many checks to ensure that your hero plays appropriate animation and that real human player when he mashes buttons won’t make your character get stuck.
I have 17 animation for my hero so you can imagine all possibilities.
It takes a lot of careful planning ahead to be able to do many different animations that interact with each other.
Here you can see part of a more complicated flipbook animations. Because there is still no “on animation end” you have to use timers which is big pain in the… especially when you are new and try to understand how new software works but i figured it out with help of forum and digging in other forums to understand why timer is not working.It appears that it needs a function to function!
Hi guys!
I use Paper2D, make games.
But do not know how to do notifications in animation.
animation notification tool it seems not, but what to do?
Want to use effects and sound in animation.
Is there a way or something?
set 3d scale is one which check for left and right, right? But my main character has a left cyborg arm, so when he is facing left i want arm to still be his left arm, thats why i use two different animations for left and right. Or can i still use set 3d scale to link to left animation if set to -1, link to right animation if set to 1, and link to idle animation if set to 0? That will make things a lot easier.
I appreciate that you take time to explain these things. I got a lot of questions since i’m new to whole programming thing, always been into designing branch. But i will try to wrap my head around .
3d scale has nothing to do with movement.It only scales(in our case flips) object (in our case animation). If you enter -1x 1y 1z then then if your original animation was facing RIGHT it will now face LEFT and vice versa.
You can get joypads left thumbstick input(if you are not using gamepads and using keys then there is no -1,0,1. It is “if key is pressed”) from input axis event.just pay attention on my first picture on top left corner that it is called “MoveRight”.
In case you didnt get that you must first to project properties—input and then set there joypad left stick.Name it whatever you want(in my case Moveright) and then you can call it inside BP.
So you first take axis input, see if it is -1,1,0 (LEFT,RIGHT,NOT MOVING) and then you connect that to a 3d scale ,flip it accordingly and then connect it to a flipbook. is basic idea.
Feel free to ask whatever you want.I will try to help if i know answer.
Now big question is where is gone ?
There is so much stuff that need explanation or fixing in paper2d that with him gone for so long i am starting to get cold feet!
He’s only been “gone” for two work days.
From all above posts is only phrase that caught your attention and you felt urge to participate in lovely forum instead of trying to help us with all problems that we are facing?
Me mentioning gone is just my way of joking that with out him we are screwed.
I guess my sense of humour is incompatible with yours mr havoc.
Peace!
I did not intend to offend you, sorry if I sounded rude.
Both of these problems sound like post-processing settings issues, where you’ve got temporal AA and motion blur turned on doing unexpected things to your sprites. Find or place a post process volume in your level, select it, and set it to global extent (unbound), then check override box for AA type, set it to None, and check motion blur strength, set it to 0. You may want to adjust other things as well, such as Bloom. Give that a try and let me know if it sorts out your issues.
You should be able to place one via Placement Browser in top left corner. Just click in there and type post, then drag it in to level. By default volumes are finite, only affecting things when camera is inside of them, but you can designate one as global default settings by checking Unbound.
3.a: That sounds like a bug. Editing collision profiles should write to Config*.ini files, not Saved*.ini ones. There was an issue with 4.2 and earlier where all project settings were going into Saved, but that should have been fixed in 4.3. Can you start a thread on AnswerHub about it?
3.b: Not sure if I follow, do you mean that if you pick a different profile on an object, it has no effect, or that if you edit defaults of a profile in project settings that it doesn’t propagate to instances?
Cheers,