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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.

  1. When creating a group of sprites and moving them via a matinee, all actors on a movement track have their positions set to the exact same as the first actor. For example, if I make a square of 4 blocks (all sprites), when the matinee begins, all blocks are condensed to a single location and then moved. Is there any way to do relative movement to their original positions on the movement track? Or do I need to do a specific movement track for each sprite actor? This seems like the functionality should work, or there should be an option for relative movement, but it doesn't and there isn't, at least from what I can see.

  2. Rotation on a matinee movement track does not work when going beyond 180 degrees. I'm trying to make a platform loop a 360 degree spin (like a continuous clock), but it will either: (A) flip out at 45 degrees and rotate on all three axes (which is strange because the platform is locked to the Y axis and I'm not adding rotation for that axis), or if I add more precise keyframes, (B) it will get to 180 degrees and then immediately rotate back the way it came, then keep going for another 180 degrees, stop, and go back again. So, essentially, it will rotate 360 degrees one way and then 360 degrees the other way (with a short 180 degree movement at the beginning). Is there ANY way to get this working correctly?

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?

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asked Oct 09 '14 at 01:39 AM in Bug Reports

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Zirekyle
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avatar image Zirekyle Oct 09 '14 at 02:28 AM

I've actually figured out the movement one. I can create a composite blueprint of the actors and then move the new actor for that composite blueprint. The rotation and collision for rotation are still stumping me, though.

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Hey Zirekyle,

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!

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answered Oct 09 '14 at 10:20 PM

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