Sprites are blurred during play (pictures included)

Hello!
I am trying to learn how to properly create a 2D game, and to make it more fun I’ve temporarily used sprites from the game Braid.

The problem is that the picture looks fine during editor mode, or after pressing F2 during play mode. But otherwise, it becomes blurry and the animations become blurry as well. Pressing F2 does fix it, but I don’t really understand why.

During play test. The blur is worse when things are animating.
8378babef2b0fd329ab59a677792fb7031ba3d63.jpeg

During play test with F2 pressed (How I want it to look, animations look fine).
ScreenHunter_309 Oct. 14 20.02.jpg

I have the standard Unlit sprite material on all sprites (MaskedUnlitSpriteMaterial).
I have tried editing the camera settings, removing bloom and such.
I also don’t have a global post process actor, so I added my own and tried to change the settings on it (same settings as on camera it seems), but no luck. Anyone have any ideas how I can make the sprites sharp and remove to processing effect that makes them blurry?

Thanks in advance! Been stuck all evening so any help will be greatly appreciated.

It most likely has something to do with you lighting setup, as pressing F2 while playing will switch the viewport display setting over to Unlit mode. So what kind of lighting setup do you have? A directional light, point lights, dynamic or static? And the materials applied to your sprites, are they translucent or opaque materials?

Only other thing would be the Depth of Field settings in your post-process, if it is on try turning it off.

Also check Quick Settings > Engine Scalability Settings and make sure it is set to Epic if you are using 45 preview.

Thank you for the replies, unfortunately the problem still persists.

Regarding lighting, the scene has no lighting added and all actors are sprites with unlit materials. is the part that confuses me the most because when i put on lit mode in editor, nothing changes during editor mode (as I expect is correct since there is no lighting). It feels like a post processing but I can’t put my finger on it.

The material currently is called “masked”, and I tried using both opaque and translucent sprite materials but presented had the same.
Depth of field is edited and same thing. :frowning:
I also checked the engine scalability settings and they are set to Epic.

Double checked the lights in the scene. I am relatively new so I could have missed something regarding lighting though. is what I see.
Lighting only view:
eb5c9960a53a4ed6741f229e6acde3399f69e823.jpeg
Lit
d9374528d1f1654fc85b0c54ef1a801e326e0980.jpeg
Unlit
800a47f56d64cf8f0ce72eecc462054175a40959.jpeg

is a real head scratcher!

EDIT update: Just noticed that you can disable post processing in the camera via the post process blend weight. Setting it to 0 makes no difference though. Problem might be elsewere. Perhaps its a bug that unreal can’t process sprites in perspective mode without colorfade and blur?

I don’t think that’s the case. I’m having the same problem but it happens in Ortho as well as perspective camera modes for me. If anyone could help is out that would be awesome

have you tried forcing all depth of field and motion blur off? also maybe set bloom to 0.

I’m currently experiencing the same. Where do you set the depth of field and bloom?

Ran into myself. Turned out to be caused by the TemporalAA setting under the project settings -> Engine -> Rendering -> Anti-Aliasing Method. Set to MSAA and it was gone.

3 Likes

did it for me. Thanks!