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Paper 2D Pixels are not square [SOLVED]

My pixels are not perfectly square when playing my Paper 2D game. Here are two images to show you my problem. (I have zoomed in to show you my problem (The green color is to show you where the pixels are displayed incorrectly, where color / texture is missing and should be)) alt text alt text

Important information related to the game and camera:

  • I have a Monitor with a resolution of 1920 x 1080

  • The Camera Settings looks like this:

alt text

  • The Camera Boom Settings looks like this:

alt text

  • The Standalone Window (for testing the game) has the following resolution: (Multiple of 1920 x 1080)

alt text

Note: I have watched the video from Alan Noon at Epic Games on the Paper 2D setup: https://www.youtube.com/watch?v=cCl1DHhIYeY, Where he covers the setup for pixel perfect graphics. But on my end I seem to have some other problem.

Does anyone have a solution to my problem, or can point me in the right direction? Thank you!

Product Version: UE 4.18
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asked Jun 13 '18 at 05:40 PM in Rendering

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EliasWick
38 4 10 13

avatar image mightyenigma Jun 13 '18 at 06:13 PM

HAve you ensured that the Texture assets are not set to use Mipmaps or antialiasing?

avatar image EliasWick Jun 13 '18 at 08:41 PM

Yes, I just checked. There is no antialiasing enabled and the texture assets show no difference with MipMaps enabled or disabled.

avatar image EliasWick Jun 13 '18 at 08:49 PM

UPDATE: I did set the Camera Ortho Width to 380 instead of 384, and now all of the pixels seems to be fine. But it doesn't make any sense. I will have to do some more testing... But, it looks good as of right now.

avatar image EliasWick Jun 13 '18 at 08:49 PM

Update: I thought it worked at first, but now the model is stretched across one more pixel than it should.

avatar image EliasWick Jun 13 '18 at 08:58 PM

Update: Setting the Ortho Width to half of 384 (192) get's rid of the problem, but it's way to zoomed in.

avatar image EliasWick Jun 13 '18 at 09:06 PM

Update: Rotating the camera -0.5 Degrees solves the problem and the character's pixels look great. But the world is a bit skewed now...

avatar image mightyenigma Jun 13 '18 at 09:07 PM

Hm. That's strange. They are constrained to a plane, right? XZ or YZ?

avatar image mightyenigma Jun 13 '18 at 08:57 PM

Are your texture assets all power-of-two dimensions? I guess that only matters for compression but that reminds me, I wonder if the problem goes away if you turn off texture compression for those textures.

avatar image EliasWick Jun 13 '18 at 09:31 PM

I have solved the problem. Please see my answer. Also thank you for your help. You made my head spin until I found the issue.

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1 answer: sort voted first

I solved the issue. My character is 9 pixels on the width. Stupid as I am, I placed the sprite in a location that was 0.5 in the Character Blueprint to center the collision, which resulted in the weird pixel offset on the sprite / flipbook.

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answered Jun 13 '18 at 09:34 PM

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EliasWick
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avatar image mightyenigma Jun 13 '18 at 09:47 PM

Oh it was sitting on a sub-pixel!

avatar image EliasWick Jun 13 '18 at 09:56 PM

Yepp... I really have no experience with Pixel Art or anything like that. But logically, you can't split a pixel in half ;)

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