Why does the screen go black when I try to run simulation?

I am new to Unreal and have been following a tutorial for 2D game creation, I’ve gotten to the point I need to run the simulation to see how the character looks and behaves, however every time I hit the play button the screen gets blocked by something black and I cannot see anything, if I detach from the player controller it goes away so I assume it is related to the controller. I’ve attached three images to show what’s happening



DO YOU HAVE

-CAMERA
-LIGHTING

?

DO YOU HAVE

-CAT
-FANCY FEAST

CUZ I DO.

I do have a camera attached to the character via spring arm as stated in this tutorial: How to make a 2D game in Unreal Engine 5 - Beginner Tutorial - YouTube. I am up to 10:35.

I don’t have lighting as it’s not stated to be required in the tutorial at the moment, and because it’s 2d it works a bit differently than 3d scenes do as far as I understand.

yesterday when I was trying this instead of just the black screen it would be a black circle or sphere that would for whatever reason keep appearing right where the character would be and even if deleted would return, this time it’s just a completely black screen and not a selectable object.

I did just also think of something else, earlier instead of the black screen, whenever id try to run the simulation the view would zoom into the far bottom corner of the scene for whatever reason, maybe it is related to me adding in the “player start”? idk

IF YOU “PLAY” DOES IT DO THAT?

CUZ YOUR TOP IMAGE IS GOOD.

SIMULATION IS NOT LIKE IDK ITS OK

as soon as i hit the play button it goes fully black, unless I leave the player controller in which case it goes to normal but doesn’t show a character or player start.

first image is before play button so its still editor, second is as soon as button is played, third is after disconnecting the player controller.

IS YOUR ONLY MAP SPRITE ON TOP OF THE PLAYER START?

I THINK YOU CHOP THOSE LITTLE BLOCKS UP AND THEN MAKE THEM INTO A FLIPBOOK

DO YOU KNOW ABOUT PAPERZD?

i have heard about paperzd the same guy covers it in a later tutorial.
the sprites i have are the background, the ground, and an animated character, the animated character is/was on the player start.

in the tutorial, he created the player sprite, set up spring arm + camera, and then deletes it from the scene to set up the player start and gamemode to make the camera follow the player. it doesn’t sound completely right but I’m completely new to unreal so I just follow along as it is from an apparent trusted source because i saw his videos listed on the site for tutorials.

I SAW IT

HE IS STANDING *ON SPRITES

I THINK YOU’RE ON ONE OR UNDER IT

HE HAS BLOCKS THAT HE’S STANDING ON

I CAN SEE THE VISUALIZATION OF A RECTANGLE THAT YOUR PLAYER START IS BENEATH THE FRAY OF ON TOP AND ABOVE THE BOTTOM LINE THATS THE BOTTOM OF THE VISUALIZATION

hmm, I’ll test later when I’m able but i do believe i also tested with it in the air above the ground sprite as well. I will return later with update after testing when home

ALSO GO INTO PROJECT SETTINGS > MAPS AND MODES > SET YOUR GAME MODE AND DEFAULT PLAYER PAWN

i do have the game mode and player pawn set like he said to do it.

I have tested moving the player start up to test, and made sure it is above the collision for the ground, it doesnt fix the issue but i did learn something.

if I run the simulation from front view it gets the full black screen, if I use the Back view it zooms into a specific spot but doesnt go black. also perspective view will also flip to the bak view and zoom in as well. its very odd. its very possible I’m doing something wrong but by following the tutorial I shouldn’t be having the issue

When playing press F2 to switch to Unlit mode (F3 goes back to Lit mode), does it still black?

You said that is black only when possessing the controller, so maybe your Character Camera is overriding the post process settings, go to you Character blueprint, select the character Camera, in the Details panel find the Post Process section, expand the Lens configs and make sure everything in Exposure and Camera configs is ok.

in lit and unlit mode its the same effect.
my camera settings are matching yours.

i think the black is from the camera zooming in too far as different views will either be black or zoomed in super clode to a random part of the BG sprite, its odd because it doesnt target the character it just aims upward and zoomed in a lot.

I remade the whole project up to the point ive been at, its clearly a camera issue.

no I no longer have the camera zooming into the background or going black when i test, but its still moving in the wrong ways as the GIF will show, as soon as play is hit, the camera rotates from -90Z which is straight on, to 0 which is sideways and then proceeds to fall downward for some odd reason.

The ground tiles have collision, the player sprite works with it and also has a spring arm + camera attached before the player start was added so I’m unsure why the camera is being so weird.

this very short gif shows what I’m seeing in real time:
UE5 camera issue

since I posted the gif and update 19H ago I’ve been looking through every setting in UE5 and I cannot figure out why the camera will not behave properly, or why it won’t use the character camera that the tutorial stated.

It seems for now I may have found the solution. the issue was with the spring arm and camera, I had them added incorrectly (I had them added to the 2d sprite portion of the blueprint, not the entire blueprint. Now it is and works better). it was for whatever reason rotating in weird ways and the sprite was falling into oblivion so I had to readjust the sprite capsule position as well to make it function.

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