UnrealStickFigure2D - LevelStructure Blueprint Incorrectly Autocolors Fill Sprites

Hello,

I’ve been using the LevelStructure blueprint from UnrealStickFigure2D, but noticed something wrong that I can’t track down in it.

All of the fill sprites are being given RGB values of .53. Below is a screenshot of this happening on the actual UnrealStickFigure2D.

44232-levelstructurergbissue.png

Has anyone had any luck in fixing this, or seeing what the problem is? I’ve combed the entire blueprint and cannot find any place where the RGB colors are being set to this value. We’d love to start cranking out more sprites on my project, but if we can’t solve this, then we’ll need to look for another way to do tiling in a simple manner.

Hey McSean,

I think I found what you are looking for within the UnrealStickFigure2D Character Blueprint. I found the values were set to 0.0 and not the values you are mentioning. However I clicked the ‘Reset to Default’ arrow and it set the values in the field to 1.0. Hopefully this resolves your issue, but let me know if you are still having trouble.

Default Stick Figure Character BP RGB

44979-characterbp.png

44978-defaultrgb.png

Reset Character BP RGB

Regards,

Hi Andrew,

Thank you for the reply, but the issue specifically was in the LevelStructure Blueprint of UnrealStickFigure2D, and not in the Character blueprint.

Sean

Hey again McSean,

Are you able to reproduce this issue in a new Stick Figure 2D project? I just created a new project and the values for the SingleBlock are all set to 1.0 by default. I did notice there is a variable within that blueprint that handles color as well. Be sure you didn’t accidentally change this variable as well.

Breakable Brick Blueprint

Let me know if you discover any new information or if you have further questions.

Cheers,

Hi Andrew,

Thank you for the reply, but this problem isn’t within the Breakable Brick Blueprint, it’s within the LevelStructure Blueprint that is used to make all of the platforms tile in Stick Figure 2D.

All of the platforms that are set to be “fill” have their RGB values set to .58, and there is no var in the LevelStructure blueprint that I can find that is setting those RGB values.

EDIT: Here is a picture of what I’m seeing.

Hey McSean,

Are you able to reproduce this RGB value change in a Blank Unreal Stick Figure 2D project? I just checked a new blank project and cannot see the issue on my end.

Default Sprite Rendering

45634-singleblock.png

I ask because if this is the case, you might just want to uninstall the Stick Figure Project from your Vault Cache and re-download and install it again. This should get reset the default values for the project. Let me know if you are stuck after trying a new project, or if you have further questions.

Cheers,

Hi Andrew,

I tried to completely remove the Stick Figure Project from my downloads, re-install it, and tried it again, but the values are still set to 0.58. Also, if that fixed it, I wouldn’t know what to do about my current project, which uses the LevelStructure script as well.

Would it help if I provided the game I’m working on with the error in it?

I also noticed someone had a similar issue here that didn’t seem to be addressed: 4.7 Preview 8 + 4.7 Non-Preview, Blueprint Inheritance Issues - Blueprint - Unreal Engine Forums

Sean

Hey Sean,

At this point, providing me with a sample project with the issue occurring would be our best bet for finding the solution. Take your Content, Config, and UProject files/folders and zip them into a compressed folder. Upload it to DropBox and provide me with the link to download the project.

Thank you,

Hi Andrew,

Great! I just sent you a message on the unreal forums with the link.

Sean

Hey McSean,

I did some searching yesterday within your project and still was not able to find where it was referencing and overriding the values for your platforms. This issue is proving to be difficult to locate and pin down.

Are you using C++ for anything within this project?

Thanks,

Hi Andrew,

I’m not using C++ for anything in the project. If it helps, I had copy + pasted the blueprint from the original Unrealstickfigure2D directly into my project.

Sean

Hey McSean,

I am as stumped as you are at this point. I grabbed your project and sifted through all your blueprints and the content within to try and find where this value is being overridden, but came up empty handed.

My next suggestion would be to make a copy of your project and within the copy, delete your ‘Saved’, ‘Config’, and ‘Intermediate’ folders within your Unreal Project directory. Then open the copy project to see if anything has changed. I hope this works for you, but if you are still stuck let me know.

Regards,

Hi Andrew,

Deleting the saved, config, and intermediate folders didn’t seem to do the trick either.

At this point, I’m OK with calling this a “no idea” and that maybe it was something weird in the guts of the code. This week I investigated the TileMap system and found that to be way more useful to do 2D work than the blueprint in the UnrealStickFigure. Thank you for the help on all of this, though, I appreciate it!

I have been working with Tile Maps more recently too, and it definitely helps keep things organized and clean when making 2D games. Glad to help!