Paper2D Sprite Matinee Movement and Rotation
I've been working with the 2D Sprite system, but I have a couple problems and they're stalling me bigtime in my development.
As an addendum to number 2, any kind of rotation platform just passes directly through my character sprite actor. It seems to have some collision, but is incredibly buggy, and if you stand still, it just passes through you. Extending the collision of the platform lengthwise helps with this, but creates visual inaccuracy and still doesn't solve the pass through effect.
Are there any solutions to these, or are they just part of the still-in-testing way that Paper2D works? Should I abandon it and move to 3D but from a side view, emulating 2D?
asked Oct 09 '14 at 01:39 AM in Bug Reports
I was able to reproduce the odd rotation issue using Matinee, and I've entered a bug in our database (TTP# 349206) for the developers to look over. I will let you know when I see an update.
In the meantime, you can make a Blueprint with the platform as a child Sprite component. In its Event Graph, get a reference to the Sprite component and drag off it to get an Add Local Rotation (Target is SceneComponent) node. Run that on Event Tick and set Pitch to 1. Then your platform should rotate indefinitely. You can make adjustments to the Pitch value to adjust speed, or run this through a Timeline for more precise control.
Hope that helps!
answered Oct 09 '14 at 10:20 PM
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