I’m really stumped with this issue I’m facing in my game project. I’ve been trying to implement a sphere mask that should follow my player character, but for some reason, it’s offset to one side, and it only seems to correct itself when I resize the window. It’s super frustrating because it looks totally wonky in the game!
Here’s a screenshot of the current situation: [Screenshot link above]. As you can see, the white disc that represents the sphere mask is not aligned with my character; it’s shifted off to the side instead of being directly beneath the player like I want it to be. I’ve made sure the player’s position is accurate, so I have no clue why this is happening.
The bizarre thing is that every time I resize the window horizontally, it snaps back into the right position. I can’t help but wonder: is there something going on with how the mask is calculating its position based on the viewport size? I’ve checked my calculations a few times in the Blueprint setup I’m using to create the sphere mask, which involves a post-process material that’s supposed to add an emissive color around the player in a spherical shape. I’ve included another screenshot of that setup for reference: [Setup link above].
I’m at my wit’s end here, and I really need to find a way to create this sphere mask that doesn’t require me to resize the window every single time I run the game. Is there a flaw in my approach, or is there some way to make the sphere mask position relative to the player consistently, regardless of window size? Has anyone encountered something similar before? Any insights or alternative methods you can suggest would be highly appreciated!
Hey there! I’ve been running into a similar issue in my game project. It sounds like you’re dealing with a sneaky little bug! The fact that your sphere mask aligns correctly when you resize the window suggests it might have something to do with how the position is calculated based on the viewport dimensions.
I know it can feel frustrating, especially when you think you’ve checked all your setup! One thing to look into is whether your sphere mask’s position is being updated every frame. You might want to ensure that the calculation for positioning the mask relative to your player isn’t only happening once but is instead constantly updated.
In some cases, using a tick function (like a Update or Tick in Blueprints) can be super helpful for keeping things in sync. If it’s only updating during certain events (like resizing the window), that’s probably why it jumps back into the right place when you do that resizing.
Also, ensure that your sphere mask’s position is set relative to the player’s position consistently, regardless of the viewport size. You might want to check if you’re accidentally anchoring it or using world coordinates instead of local ones, which can lead to those weird offsets.
If all else fails, consider posting a snippet of your positioning code somewhere (like a game dev forum) where someone else might spot the issue. Sometimes, a fresh set of eyes can catch things we overlook!
Best of luck! Hope you figure it out soon!
It sounds like you’re experiencing a common issue related to the coordinate system and how the sphere mask’s position is being updated in relation to the player’s position and the viewport size. Given that the mask snaps back to the correct position when resizing the window, it’s likely that the calculations for the sphere mask’s position aren’t getting called appropriately during the game’s update loop. Ensure you are applying any necessary transformations to the position of the mask in every tick or frame update, rather than relying on an event that might not trigger consistently. You might want to check if there’s a lag or delay in the update sequence for the post-process effect or any potential reference issues within your Blueprint that prevent it from getting the latest player position.
Another possibility is to ensure that the sphere mask’s position is calculated in a way that consistently accounts for the viewport scaling. If your player character is in a 3D space, be sure the sphere mask is taking into consideration camera transformations and the actual screen size versus the world space coordinates. You could add debug output to log the positions being calculated for the mask relative to the player—this will help identify if there’s a misalignment occurring due to mathematical errors or the coordinate conversion process. If needed, consider implementing a local offset based on the player’s position and environment, or explicitly recalibrating the mask’s position whenever the player’s position changes, to guarantee it remains centered below them without the need for window resizing.