TextObjects becomes blurry if multiple instances are created on top of each other (check event logic)
TextObjects becomes blurry if created on decimal cords (round them to whole numbers)
Mindfully construct your definition and manipulation of your Extension Properties ( ← my misstake)
Original Post:
One small questions regarding CustomObjects:
I create a TextObjext (which is a child of my CustomObject) by using the CreateObjectaction. It shows up really blurry. If I do the same, by simply dropping the TextObject in the visual editor, it is sharp as usual.
I would like to create my ChildObjects dynamically, so I need to use the CreateObject action. I know, that I could simply show/hide the children of my CustomObject, but that would create unnecessary ChildObjects, that will never be shown for many of my CustomObjects. I could also delete all ChildObjects, that are not needed for a specific Instance of my CustomObject. That would make me happier regarding performance, but still feels tedious.
Does anybody know, why this is, and if there is a way around this issue?
I wish I had the time to test this. My only advice is double check your events and make sure only 1 text object is created. Multiple stacked objects can become blurry. Can you post a screenshot of your text events?
Are you perhaps using smooth, lerp zoom, lerp pos or anything like that in game?..the engine interpoate the pixels when you place the object by create action, (bcs decimals or zoom or lerp etc…), that’s why the blur,
…that’s why davy told you to round the position…i guess…
instead… when placed on the scene it is rendered at native resolution.
no camera, no lerp , no moves ecc…no zoom etc…
it’s called subpixel rendering…
Test if this is the case…cos it’s pretty common…
I believe someone posted a video on youtube in some thread about it but i don’t remember where…
I guess this is another problem.
the two things shouldn’t be connected…
or perhaps your child is already placed by decimals inside the c.object…that 's what i woul d check…
I found the duplicate! There was a logical error in my way of doing it:
I made a function (action) to SetUp/Intitialize the Behavior. That action was pretty much identically to my OnCreate lifecycle. I wanted to simply set up multiple variables that way, but didn’t think about, that I already created the ChildObject before the initialization action. So yes, I simply had two instances of the TextChildObject on top of each other in my CustomObject!