How can I get the right 'pixel perfect' calculation?

Hey guys!

I’m currently sticking around with Paper2D and i have some problems with my camera.

Does anyone know how to get the perfect ‘pixel-perfect’ result? I just remember it from Unity and here at UE4 it’s a bit different.

Here’s what i want/have: i want the game on as many resolutions as possible. My sprites are 64x64.

Another question: when i have this ‘pixel-perfect’ camera, can i still change the FOV so i can see more?

Sorry if this is a totally noob question ^^
Until now i only used Blueprints. I will port the game later to C++, when the prototype is done.

Thanks in advance!
Sincerely

I am also interested in this!

For future reference, here is a forum post about ‘pixel perfect’ sprites using :

  1. orthographic camera set at appropriate distance
  2. nearest filtering applied to textures of the sprites

For future reference, here is a forum post about ‘pixel perfect’ sprites using :

  1. orthographic camera set at appropriate distance
  2. nearest filtering applied to textures of the sprites