Hi Michael Noland,
thank you very much for the response, it is nice to see an Epic Staff is looking into this. Indeed I have tried the “Condition Tile Sheet Texture” option, but while it fixed some of the artifacts, I can not help but feel it still looks a bit strange. I guess it really might be easiest to explain if I just uploaded the project. Unfortunately I only have the executable uploaded at the moment, rather than the project folder, but I will edit that as soon as I find the time to upload it. (For now, here’s just the executable: https://dl.dropboxusercontent.com/u/70131214/DemoLevelSmall.7z When moving with the arrow keys, there just seems to be an unusual amount of flickering and blurriness in the environment. For those who are curious: The other controls are “a”,“s” and 1-3).
I definetly thought of decoupling the collision component. For some reason it did not work out, but I am afraid I can not recall why. That being said, I am not sure it was that exact setup. I think it might have had to do with me being unable to prevent the character from moving on the z-axis in some situations. The sprite moved along with that, potentially ending up behind the camera or behind other objects which had a strange z due to the aforementioned issue with the capsule colliders and such. Recalculating the z for the sprite every frame was not easily possible or frankly, maybe it was just a lot too much effort. Either way, I got stuck on something. In hindsight I really wish I had noted all of that down when I was working on the project. Maybe I will have another look at it when I find the time and see if I can get it to work, but let me be honest: Although I can only assume here, I think it’d save a number of people some pain if the 2D colliders were simply moved out of experimental, as I think that would solve most, if not all of those issues.