When I work with 3D meshes, I can turn on simulate physics in the component editor with no problem. I tried making an actor blueprint, add my sprite as a component, but the physics settings are greyed out and won’t let me turn on simulate physics. Is there a way to turn this on in the sprite, before dropping it into the scene, or is this what building a blueprint class is for? I can drop instances of them in the scene view, but I have to turn on simulate physics for each instance. I was working with Paper 2D again today, a lot of great new features by the way, Thank you! I built two sprites with the sprite editor, with 3D physics enabled. I’d suggest jumping to one of the UMG threads or starting a new one for that aspect though, we’re trying to minimize duplicated effort between UMG and Paper2D. The guys working on UMG have been planning how to handle different resolutions and aspect ratios in a nice, easy to author manner and have some good ideas. I don’t know any details on how that works though. However, RE: your idea of picking different textures at runtime, you might be able to abuse the localization system to do something like that (creating a phone dialect and tablet dialect for each actual localized language you are targeting), as I think it has provisions for changing out any asset (not just textures) based on the locale. I’d like to see us ship a number of additional built-in camera variants for this sort of automatic adjustment but I don’t know when that might happen. Regarding adjusting the view, the camera logic in the Tappy Chicken Blueprint demonstrates how to adjust the camera to scale between phones and tablets while keeping a nice pixel multiple visible to avoid aliasing artifacts. You can adjust texture settings per category for different device profiles to prevent loading the top mip level to save some runtime memory too, this was a huge help on Infinity Blade where it used several different categories for different textures and dropped some by one mip and others by more than one (on the lowest end devices). What we’ve done internally is to author assets for retina resolution and ensure that they look good scaled down to lower resolutions as well. Here is a bit of an unordered stream of consciousness on the subject: I also thought about, if I knew where to hook up, I could try to override something in the Unreal Engine so that it chooses the texture to load based on platform (using naming conventions like apple does)? Is there anything else that can be done in Unreal? Any suggestions? I’ve read in Unity, people often create different Scenes/Levels for IPhone and IPad, but creating everything twice seems like a big pain. I don’t think any such thing is possible in Unreal Engine and I’m not sure if that would even be the best way to go about it here. You would name them using the conventions set forth by Apple (for example adding ‘~ipad’ at the end of a texture, and they would load the appropriate sprite automatically for you. Michael, do you have any thoughts on how to do multiplatform games in Unreal?įor example, if you were doing Objective C and making a 2d game, you would need textures for iPhone and iPad because of the vastly different resolutions.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |