Why 2D might deserve more attention than it is getting

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. :wink: