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4.6.1 Animation and Package Problems

I have been working on a project (Advanced 2D Platformer) for the Unreal Marketplace. Upon updating to 4.6.1 I have a couple of problems.

For no reason at all, the character movement is janky. It jitters back and forth, any standard camera movement amplifies the problem. The character appears to float above a smooth no angle ground at times, and I am using a standard capsule and character movement component. As you can see, the character has lift at points, but there is no Z velocity. A ground check always returns true in this scenario.


The game runs in the editor and with the launcher, however, the packaged version of the game crashes immediately. I have provided a screenshot of the crash, but there is no useful information (no callstack). I can package a standard game with no problem, however, my blueprints are very simple, I am not using anything out of the ordinary.

I don't know if this exactly an issue with 4.6.1, but physics act very differently based on whether you play it in the editor, or launch it through the cooker.


Useful Note: There is no C++ code involved or custom plugins. I am more than willing to send my project files over if need be.

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asked Dec 19 '14 at 03:41 PM in Bug Reports

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The Britain
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avatar image Ben Halliday STAFF Dec 19 '14 at 07:40 PM


Would you mind uploading the project somewhere and sending me a download link? You can send the link via private message on the forums if you'd like. Thanks!

avatar image The Britain Dec 19 '14 at 07:44 PM

I would need to, as this is intended to be a marketplace item, and I really don't want it to be public.

avatar image Ben Halliday STAFF Dec 19 '14 at 07:48 PM

I understand. Here's a link to my profile. Just send me the download link when you're ready.

avatar image The Britain Dec 19 '14 at 09:08 PM

Done and done. I appreciate the help. I really hope this is me screwing something up and not the engine.

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Hi again,

  1. It looks like the jittering you're seeing is a result of a stretched sprite. There is a known bug (UE-3846) that can cause problems with collision detection between sprites and geometry that have been scaled in the viewport. The HollowPlatform and FullBlocker blueprints are each only one square of sprite, and the BP is stretched along the X axis in the level. Instead, try scaling the sprite inside the BP, or create multiple instances of the BP and tile them if you need to maintain its modular nature. Here's another way to do it that might work for you: https://docs.unrealengine.com/latest/images/Resources/ContentExamples/Blueprints_Advanced/1_2/AdvBP_1_2_ConstructionScript.png

  2. I didn't have any problems packaging the project to Win64 Development. What settings are you using to package the project?

  3. I see a difference in physics in your project, but I'm still unable to reproduce this in a new project. I'll keep digging to see if I can find out why. Would you mind checking to see if you can reproduce that physics difference in a new project? Thanks!

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answered Dec 31 '14 at 11:31 PM

avatar image The Britain Jan 11 '15 at 05:14 AM

Thank you very much for the help, our team will implement this asap and report back. This is why Unreal and their community is awesome. You are going to make allot more than just us happy.

avatar image Ben Halliday STAFF Jan 12 '15 at 06:40 PM

Happy to help!

So are you still experiencing issues with #2 and #3?

avatar image The Britain Jan 12 '15 at 06:47 PM

Our project is very large, and will take some time to transfer over. This should not be marked as solved, because it has not been verified as solved.

avatar image Ben Halliday STAFF Jan 12 '15 at 06:54 PM

Sorry, that happens automatically when we reply and sometimes I forget to unmark it.

Transfer over to what? I'm not certain I know what you mean. Are you still having trouble with packaging the project (#2)? Have you had a chance to try reproducing the physics difference in a new project (#3)?

avatar image The Britain Jan 12 '15 at 07:59 PM

We started a new project and, we are in the process of transferring over assets. Since we are also re-coding in Skookum, we believed this to be a good time to do so. That means we need to re-import thousands of frames without sprite stretching, and recode things. It may take about a week to fully test this solution.

avatar image Ben Halliday STAFF Jan 12 '15 at 08:22 PM

Sounds good! Give me an update when you've got that set up if you're still running into these issues and we'll keep looking into them. I'll let you know if I figure anything out with the physics differences in the meantime.

avatar image Ben Halliday STAFF Jan 21 '15 at 11:01 PM

Hey The Britain,

Just checking in. Have you finished your project's transfer? Is this still an issue for you?

avatar image The Britain Jan 22 '15 at 12:36 AM

The project will package now, and the physics problems seem to be gone. I forced the camera into orthographic, and when the camera is stable the only problem we have is jittery sprite edges. When the camera is moving, the sprite seems to bounce everywhere. I am going to play with it a bit more and report back soon.

avatar image The Britain Jan 26 '15 at 07:20 PM

I am going to mark this as answered, although we are still having problems with janky edges, I think that is more a settings problem. I am going to start a new problem for that one. Thanks for the help on this. It is really appreciated that you would take time out to mess with it.

avatar image Ben Halliday STAFF Jan 26 '15 at 08:43 PM

Happy to help! Please let us know if you run into other problems.

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