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Hi, glad you appreciated it !

So in order to make this thing work you got 3 elements :
1 scene capture component that is filming the scene
1 widget where the filmed scene is visible
1 camera with a very short ortho far clip plane just to visualize the widget

Having those 3 elements seperated allow me to move the widget on the screen at the same rate pixel move when using pixelization, creating the illusion that all pixel are "fixed" on the screen.

If you need further clarification, I recommend looking into what inspired me :

There is now such thing in unreal and I wanted to recreate it
(+1)

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?

If you need to make a 2D game you could use a free plugin called PaperZD but that's about it.

And yeah modifying the camera will not make any difference, it exists only to provide a widget to see on screen.

The scene capture component is your man !

(+1)

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)

Hey, so for the lighting try to put the main lighting source as movable, it will now cast dynamic shadows (and adjust the spring arm length to be closer for the shadow to render properly)