

This is typically done inside the art tool.

add alpha fringe around anything…? Where is this done, when developing the art or inside the unreal engine?.Yes, you can only do this if you have a fixed-size screen, an orthographic camera, and an exactly known sprite size / texture resolution.įor anything where you want to change screen resolution, you have to either author one sprite image for each resolution, or design sprites that work well when blended/scaled. exact 1:1 pixel: telex map How would I do this? Is this something with the orthographic camera and sprite size…?.Since I wanted the images to be large, thinking that may help the jagged pixels. (attached below).Īlso, note… I have 2 sprite sheets for my idle animations. I do have Composite Texture left blank in the material of the idle animation of my blueguy. – I cannot find this anywhere in UE4, I assume because I didn’t receive Materials upon importing my sprite sheet. RE: in the material you should run this textures alpha channel into the opacity slot of the material, and go to the details panel, and set the blend mode under Material to Translucent. (These textures were given from UE4 upon importing sprite sheet) In PSD the image looks great! But when importing into UE4… and running on mobile is when I see jagged pixels.Īttached is Blue Guy and Cloud Source Texture. When importing, didn’t recall getting alpha channels, because I imported using SpriteSheet. (Note: I Imported the layers from Illustrator) +CVars=r.Scalability.MaxTextureQualityForLowVirtualMemory=3 If you don’t have this file, you can create it, and add this inside. Look under you game/Config for DefaultDeviceProfiles.ini Newer device will need to be set to 2 to run at native resolution. You can adjust what res the games runs at natively on a per device basis. You can look at Tappy Chicken for examples of this if you want. This is under the textures Properties under Texture/Filter. You can change the filtering type on the texture from default, to Nearest. Vector displacement makes your textures uncompressed.Īs for your blue guy it looks like the source art does not have a correct antialiased alpha channel, or you material is rendered as Masked.įiltering can also cause blurriness if you are wanting sharp pixelated look.
