Issues with sprite quality after TexturePacker and UE import

I’m working out my art pipeline and am having issues with sprite quality. Here’s the workflow:

Create vector animation frames in Autodesk Graphic for iPad and export at 256x256
Pull frames into TexturePacker and export as .paper2dsprites
Import into UE and create a flipbook

By the end of this process, my sprite comes out as heavily aliased (more than the individual images are before the TexturePacker process). My question is, what are my options? I tried exporting at 512x512, but there still was some aliasing. Are there any settings that I’m overlooking? Any better ways to get vectors into UE?

Below are my TexturePacker and sprite sheet texture settings, and a screenshot of the offending sprite.

I’ve determined that the quality loss is happening as the sprites are turned into a flipbook.

Sprite in UE:

213434-snip2.png

Flipbook animation (paused at the same sprite):

213435-image-117025.png

Figured it out!

I hadn’t considered how straight lines could be sensitive to scaling. My ortho camera was set to a 2048 width, which caused the sprites to scale and become garbage-y. I took it down to 1920, and everything looks much closer to expected.

I also switched from the “2d pixels” texture group to “character” to get a bit more smoothing. It sometimes causes weird color bleed, but I might just have to work around it.