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reisandbeans

3
Posts
A member registered Jul 31, 2024

Recent community posts

Oh no, I'm trying to build a 3D pixel art game. One more thing I noticed: the shadows are a bit "odd". The player character for example is lacking a shadow. Is that related to the scene capture? Or is the project setup? (I haven't tried this solution in my own project yet and I'm using the sample project you provided to experiment)

Thanks for the detailed explanation! What I come to realize is that everything that is not related to ultra realist graphics doesn't have great support by Unreal Engine. It was not until version 5.3 - if I'm not mistaken - that they fixed some very basic aspects of the ortographic camera like shadows.

But back to my question, so would your recommendation be to not change anything on the camera itself and leave it with the settings you have, and change everything I need on the scene capture component, right?

Excellent work! I was looking for something like this for quite a while, thank you very much for making it available for free!

One question though: The comment in one of the blueprints mention that if we want to change the camera settings, we should change it in the scene capture right? But I wanted to understand a bit more how the camera settings will impact what gets rendered on the screen.

Changing the settings of the scene capture component (like the field of view, for example) does change what gets rendered as expected, but changing anything on the camera itself seems to cause a flickering between the actual camera capture, and the scenecapture rendering, so I was a bit confused on how that works.