Paper2D Sprite Matinee Movement and Rotation

I’ve been working with 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 exact same as first actor. For example, if I make a square of 4 blocks (all sprites), when 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 movement track? Or do I need to do a specific movement track for each sprite actor? This seems like 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 platform is locked to 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 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 other way (with a short 180 degree movement at 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 collision of platform lengthwise helps with this, but creates visual inaccuracy and still doesn’t solve pass through effect.

Are there any solutions to these, or are they just part of still-in-testing way that Paper2D works? Should I abandon it and move to 3D but from a side view, emulating 2D?

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

Hey Zirekyle,

I was able to reproduce odd rotation issue using Matinee, and I’ve entered a bug in our database (TTP# 349206) for developers to look over. I will let you know when I see an update.

In meantime, you can make a Blueprint with platform as a child Sprite component. In its Event Graph, get a reference to 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 Pitch value to adjust speed, or run this through a Timeline for more precise control.

Hope that helps!