module: PanoramicCapture

code: void CopyAtlasDataToTextures ( const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & LeftEyeAtlasData, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & RightEyeAtlasData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Pawn", Meta=(Latent, WorldContext="WorldContextObject", LatentInfo="LatentInfo")) void UpdateStereoAtlas ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, struct [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) LatentInfo )


className: AStereoCapturePawn

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, Blueprintable, BlueprintType) class AStereoCapturePawn : public [ADefaultPawn](API\Runtime\Engine\GameFramework\ADefaultPawn)

LeftEyeAtlas

type: TObjectPtr<UTe...

StereoCaptureDoneAction

type: FStereoCaptureD...


description: Returns a human readable description of the latent operation's current state.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDescription() const


description: Return true when the action is completed.

code: virtual void UpdateOperation ( [FLatentResponse](API\Runtime\Engine\FLatentResponse) & Response )


code: FStereoCaptureDoneAction ( const [FLatentActionInfo](API\Runtime\Engine\Engine\FLatentActionInfo) & LatentInfo )


className: FStereoCaptureDoneAction

code: class FStereoCaptureDoneAction : public [FPendingLatentAction](API\Runtime\Engine\FPendingLatentAction)

CallbackTarget

type: FWeakObjectPtr

ExecutionFunction

type: FName

IsStereoCaptureDone

type: bool


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< FStereoPanoramaManager > Get()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FStereoPanoramaModule

description: Implements the StereoPanorama module.

code: class FStereoPanoramaModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: namespace EFlipbookCollisionMode { enum Type { NoCollision, FirstFrameCollision, EachFrameCollision, } }


className: EPaperSpriteAtlasPadding

code: enum EPaperSpriteAtlasPadding { DilateBorder, PadWithZero, }


className: EPaperTileFlags

description: Flags used in the packed tile index.

code: enum EPaperTileFlags { FlipHorizontal = (1U << 31), FlipVertical = (1U << 30), FlipDiagonal = (1U << 29), TileIndexMask = ~(7U << 29), }


description: The kind of collision that a Paper2D asset or component might participate in.

code: namespace ESpriteCollisionMode { enum Type { None, Use2DPhysics, Use3DPhysics, } }


code: namespace ESpritePivotMode { enum Type { Top_Left, Top_Center, Top_Right, Center_Left, Center_Center, Center_Right, Bottom_Left, Bottom_Center, Bottom_Right, Custom, } }


description: Method of specifying polygons for a sprite's render or collision data.

code: namespace ESpritePolygonMode { enum Type { SourceBoundingBox, TightBoundingBox, ShrinkWrapped, FullyCustom, Diced, } }


className: ESpriteShapeType

description: The type of a shape in a sprite geometry structure.

code: enum ESpriteShapeType { Box, Circle, Polygon, }


description: The different kinds of projection modes supported.

code: namespace ETileMapProjectionMode { enum Type { Orthogonal, IsometricDiamond, IsometricStaggered, HexagonalStaggered, } }


className: FAdditionalSpriteTextureArray

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< class [UTexture](API\Runtime\Engine\Engine\UTexture) *, TInlineAllocator< 4 > > FAdditionalSpriteTextureArray


className: FFlipbookFinishedPlaySignature

description: Event for a non-looping flipbook finishing play.

code: class FFlipbookFinishedPlaySignature


description:
Gets the margin's total size.
Cumulative margin size.

code: FIntPoint GetDesiredSize() const


description:
Adds another margin to this margin.
A margin that represents this margin plus the other margin.

code: [FIntMargin](API\Plugins\Paper2D\FIntMargin) operator+ ( const [FIntMargin](API\Plugins\Paper2D\FIntMargin) & InDelta ) const


description:
Compares this margin with another for equality.
true if the two margins are equal, false otherwise.

code: bool operator== ( const [FIntMargin](API\Plugins\Paper2D\FIntMargin) & Other ) const


description:
Compares this margin with another for inequality.
true if the two margins are not equal, false otherwise.

code: bool operator!= ( const [FIntMargin](API\Plugins\Paper2D\FIntMargin) & Other ) const


description:
Subtracts another margin from this margin.
A margin that represents this margin minus the other margin.

code: [FIntMargin](API\Plugins\Paper2D\FIntMargin) operator- ( const [FIntMargin](API\Plugins\Paper2D\FIntMargin) & Other ) const


description: The default margin size is zero on all four sides..

code: FIntMargin()


description: Construct a Margin with uniform space on all sides

code: FIntMargin ( int32 UniformMargin )


description: Construct a Margin where the spacing on each side is individually specified.

code: FIntMargin ( int32 InLeft, int32 InTop, int32 InRight, int32 InBottom )


description: Construct a Margin where Horizontal describes Left and Right spacing while Vertical describes Top and Bottom spacing

code: FIntMargin ( int32 Horizontal, int32 Vertical )


className: FIntMargin

description: Describes the space around a 2D area on an integer grid.

Bottom

description: Holds the margin to the bottom.

Left

description: Holds the margin to the left.

Right

description: Holds the margin to the right.

Top

description: Holds the margin to the top.


className: FPaperFlipbookKeyFrame

Sprite

type: TObjectPtr< UPa...


className: FPaperSpriteSocket

LocalTransform

type: FTransform

description: Transform in pivot space (nottexture space)

SocketName

description: Name of the socket.


className: FPaperTerrainMaterialRule

description: Rule for a single section of a terrain material.

bEnableCollision

description: If true, collision is enabled for sections matching this rule.

Body

type: TArray<TObject...

description: A set of sprites to randomly choose to fill up the interior space between the caps in a terrain segment.

CollisionOffset

type: float

description: How much should the collision be lofted from the spline (positive values go out from the spline, negative values go in to the spline)

Description

type: FText

description: Readable description for the rule (unused anywhere, just for clarity when editing the material)

DrawOrder

description: Specify a draw order for different materials in a spline. Smaller draw orders are drawn first, negative values are allowed.

EndCap

type: TObjectPtr< cla...

description: The sprite to use at the 'right' (closest to spline end) edge of the terrain segment.

MaximumAngle

description: Maximum slope angle (in degrees) to apply this rule.

MinimumAngle

description: Minimum slope angle (in degrees) to apply this rule.

StartCap

description: The sprite to use at the 'left' (closest to spline start) edge of the terrain segment.


className: FPaperTerrainSpriteGeometry

code: struct FPaperTerrainSpriteGeometry

Material

type: UMaterialInterf...

Records

type: TArray< FSprite...


code: bool HasFlag ( [EPaperTileFlags](API\Plugins\Paper2D\EPaperTileFlags) Flag ) const


code: bool operator== ( const [FPaperTileInfo](API\Plugins\Paper2D\FPaperTileInfo) & Other ) const


code: bool operator!= ( const [FPaperTileInfo](API\Plugins\Paper2D\FPaperTileInfo) & Other ) const


code: void SetFlagValue ( [EPaperTileFlags](API\Plugins\Paper2D\EPaperTileFlags) Flag, bool bValue )


code: void ToggleFlag ( [EPaperTileFlags](API\Plugins\Paper2D\EPaperTileFlags) Flag )


className: FPaperTileInfo

description: This is the contents of a tile map cell.

PackedTileIndex

description: This is the index of the current tile within the tile set.

TileSet

description: The tile set that this tile comes from.


code: UPaperFlipbook * GetSourceFlipbook() const


code: FScopedFlipbookMutator ( UPaperFlipbook * InFlipbook )


className: FScopedFlipbookMutator

description: Helper class to edit properties of a UPaperFlipbook while ensuring that cached data remains up to date.

code: class FScopedFlipbookMutator

FramesPerSecond

type: float &

KeyFrames

type: TArray<FPaperF...


code: void SetPixelsPerUnrealUnit ( float NewPixelsPerUU )


description: Set the texture and the offset/dimension to fully match the specified texture.

code: void SetTextureAndFill ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InTexture )


className: FSpriteAssetInitParameters

AdditionalTextures

type: TArray<UTextur...

description: Additional textures to use.

AlternateMaterialOverride

description: The material to override the alternate (opaque) value with, if set.

bOverridePixelsPerUnrealUnit

description: Should we apply the PixelsPerUnrealUnit, or leave the value as it was.

DefaultMaterialOverride

description: The material to override the default value with, if set.

Dimension

type: FIntPoint

description: The dimension of the subregion within the texture (in pixels)

Offset

description: The offset within the texture (in pixels)

PixelsPerUnrealUnit

description: The scaling factor between pixels and Unreal units (cm) to use (e.g., 0.64 would make a 64 pixel wide sprite take up 100 cm)

Texture

description: The texture to use.


code: void AddBoxCollisionShapesToBodySetup ( const FSpriteGeometryCollection & InGeometry )


code: void AddCircleCollisionShapesToBodySetup ( const FSpriteGeometryCollection & InGeometry )


code: void AddPolygonCollisionShapesToBodySetup ( const FSpriteGeometryCollection & InGeometry )


code: virtual FVector2D ConvertTextureSpaceToPivotSpace ( const FVector2D & Input ) const


code: virtual FVector2D ConvertTextureSpaceToPivotSpaceNoTranslation ( const FVector2D & Input ) const


code: virtual void ProcessGeometry ( const FSpriteGeometryCollection & InGeometry )


code: FSpriteGeometryCollisionBuilderBase ( class [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * InBodySetup )


className: FSpriteGeometryCollisionBuilderBase

description: A helper class for converting one or more FSpriteGeometryCollection objects into aUBodySetupobject.

CollisionDomain

type: ESpriteCollisio...

MyBodySetup

type: UBodySetup*...


className: FSpriteInstanceData

Transform

type: FMatrix

VertexColor

type: FColor


className: FTerrainSegment

code: struct FTerrainSegment

Rule

type: constFPaperTer...

Stamps

type: TArray<FTerrai...


className: FTerrainSpriteStamp

code: struct FTerrainSpriteStamp

bCanStretch

type: bool

Sprite

type: const UPaperSpr...


description: Returns Sprite subobject

code: UPaperFlipbookComponent * GetSprite() const


code: FTerrainSpriteStamp ( const UPaperSprite * InSprite, float InTime, bool bIsEndCap )


code: class IPaper2DModuleInterface : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


className: SpriteComponentName

description: Name of the Sprite component.


description: APaperCharacter behaves likeACharacter, but uses a UPaperFlipbookComponent instead of aUSkeletalMeshComponentas a visual representation Note: The variable named Mesh will not be set up on this actor!

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class PAPER2APaperCharacter : public [ACharacter](API\Runtime\Engine\GameFramework\ACharacter)


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

code: virtual bool GetReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const


description: Returns RenderComponent subobject

code: UPaperFlipbookComponent * GetRenderComponent() const


code: PAPER2APaperFlipbookActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: This actor is created when you drag a flipbook asset from the content browser into the level, and it is just a thin wrapper around a UPaperFlipbookComponent that actually references the asset.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ComponentWrapperClass) class PAPER2APaperFlipbookActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Returns RenderComponent subobject

code: UPaperGroupedSpriteComponent * GetRenderComponent() const


code: PAPER2APaperGroupedSpriteActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: This actor is created when you Merge several sprite components together. it is just a thin wrapper around a UPaperGroupedSpriteComponent.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ComponentWrapperClass) class PAPER2APaperGroupedSpriteActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Returns RenderComponent subobject

code: UPaperSpriteComponent * GetRenderComponent() const


code: PAPER2APaperSpriteActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: This actor is created when you drag a sprite asset from the content browser into the level, and it is just a thin wrapper around a UPaperSpriteComponent that actually references the asset.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ComponentWrapperClass, Meta=(ChildCanTick)) class PAPER2APaperSpriteActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Returns DummyRoot subobject

code: [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetDummyRoot() const


code: PAPER2APaperCharacter ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Returns RenderComponent subobject

code: UPaperTerrainComponent * GetRenderComponent() const


description: Returns SplineComponent subobject

code: UPaperTerrainSplineComponent * GetSplineComponent() const


code: PAPER2APaperTerrainActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: An instance of a piece of 2D terrain in the level

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class PAPER2APaperTerrainActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Returns RenderComponent subobject

code: UPaperTileMapComponent * GetRenderComponent() const


code: PAPER2APaperTileMapActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: This actor is created when you drag a tile map asset from the content browser into the level, and it is just a thin wrapper around a UPaperTileMapComponent that actually references the asset.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ComponentWrapperClass) class PAPER2APaperTileMapActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)


description: Checks the image to determine if it is suitable for opaque, masked or translucent rendering.

code: void AnalyzeImage ( int32 StartX, int32 StartY, int32 InWidth, int32 InHeight, bool & bOutHasZeros, bool & bOutHasIntermediateValues ) const


description: Sets pixels to 1 marking the rectangle outline.

code: void DrawRectOutline ( int StartX, int StartY, int InWidth, int InHeight )


code: void ExtractFromTexture ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture )


code: FAlphaBitmap ( [UTexture](API\Runtime\Engine\Engine\UTexture) * SourceTexture, uint8 InDefaultValue )


description: Create an empty bitmap.

code: FAlphaBitmap ( int InWidth, int InHeight, int InDefaultValue )


code: void FillRect ( int StartX, int StartY, int InWidth, int InHeight )


description: Wind through the bitmap from StartX, StartY to find the closest hit point.

code: bool FoundClosestValidPoint ( int StartX, int StartY, const int MaxAllowedSearchDistance, FIntPoint & OutHitPoint ) const


description: Returns the tight bounding box around pixels that are not 0.

code: void GetTightBounds ( FIntPoint & OutOrigin, FIntPoint & OutDimension ) const


code: bool IsColumnEmpty ( int X, int Y0, int Y1 ) const


code: bool IsColumnEqual ( int X, int Y0, int Y1, int Target ) const


description: Is the rectangle empty (X0..X1, Y0..Y1 inclusive)

code: bool IsRegionEmpty ( int32 X0, int32 Y0, int32 X1, int32 Y1 )


code: bool IsRegionEqual ( int32 X0, int32 Y0, int32 X1, int32 Y1, int32 Target ) const


code: bool IsRowEmpty ( int X0, int X1, int Y ) const


code: bool IsRowEqual ( int X0, int X1, int Y, int Target ) const


code: void SetPixel ( int X, int Y, uint8 Value )


code: void ThresholdImage ( int32 AlphaThreshold )


description: Flushes values smaller or equal to LowAlphaThreshold to 0, and values greater or equal to HighAlphaThreshold to 255.

code: void ThresholdImageBothWays ( int32 LowAlphaThreshold, int32 HighAlphaThreshold )


code: void TightenBounds ( FIntPoint & InOutOrigin, FIntPoint & InOutDimension ) const


code: struct PAPER2FAlphaBitmap

RawData

type: TArray< uint8 >


description: Does this tile have collision information?

code: bool HasCollision() const


description: Does this tile have user-specified metadata?

code: bool HasMetaData() const


description: Information about a single tile in a tile set.

CollisionData

type: FSpriteGeometry...

description: Collision data for the tile.

TerrainMembership

description: Indexes into the Terrains array of the owning tile set, in counterclockwise order starting from top-left 0xFF indicates no membership.

UserDataName

type: FName

description: A tag that can be used for grouping and categorizing (consider using it as the index into aUDataTableasset).


description: Information about a terrain type.

TerrainName

type: FString


code: void BuildFromSprite ( const class UPaperSprite * Sprite )


AdditionalTextures

type: FAdditionalSpri...

BaseTexture

type: TObjectPtr<UTe...

Destination

type: FVector

RenderVerts

type: TArray< FVector...

description: Render triangle list (stored as loose vertices)


code: void AddCircleShape ( FVector2D Position, FVector2D Size )


code: void AddRectangleShape ( FVector2D Position, FVector2D Size )


description: Conditions this geometry collection (turning Polygons back to Boxes if they meet the definition of a box, etc...) Returns true if something was modified

code: bool ConditionGeometry()


description: Empties this geometry collection, resetting the GeometryType to TightBoundingBox.

code: void Reset()


description: Takes all polygon shapes and generates a list of triangles from them. Output will contain a multiple of 3 points, each set is one triangle. Always ignores circles, but can include or ignore boxes based on bIncludeBoxes.

code: void Triangulate ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & Target, bool bIncludeBoxes ) const


AlphaThreshold

type: float

description: Alpha threshold for a transparent pixel (range 0..1, anything equal or below this value will be considered unimportant)

bAvoidVertexMerging

description: Experimental: Hint to the triangulation routine that extra vertices should be preserved.

DetailAmount

description: Amount to detail to consider when shrink-wrapping (range 0..1, 0 = low detail, 1 = high detail)

GeometryType

type: TEnumAsByte<ES...

description: The geometry type (automatic / manual)

PixelsPerSubdivisionX

description: Size of a single subdivision (in pixels) in X (for Diced mode)

PixelsPerSubdivisionY

description: Size of a single subdivision (in pixels) in Y (for Diced mode)

Shapes

type: TArray< FSprite...

description: List of shapes.

SimplifyEpsilon

description: This is the threshold below which multiple vertices will be merged together when doing shrink-wrapping. Higher values result in fewer vertices.


code: FVector2D ConvertShapeSpaceToTextureSpace ( const FVector2D & ShapeSpacePoint ) const


code: FVector2D ConvertTextureSpaceToShapeSpace ( const FVector2D & TextureSpacePoint ) const


description: Returns the polygon centroid in texture space.

code: FVector2D GetPolygonCentroid() const


code: void GetTextureSpaceVertices ( [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & InOutVertices ) const


description: Is this shape valid (e.g., at least 3 vertices for a polygon)?

code: bool IsShapeValid() const


description: Sets a new pivot and adjusts all vertices to be relative to it.

code: void SetNewPivot ( const FVector2D & NewPosInTextureSpace )


description: A single piece of geometry (e.g., a polygon which may be convex or concave, a box, or a circle)

bNegativeWinding

description: For Polygon geometry, this tells us if the winding should be negative (CW) regardless of the order in Vertices.

BoxPosition

description: Center of the box or circle, acts as the pivot point for polygons (but may not be at the center of them)

BoxSize

description: Size of the box or major/minor dimensions of the circle Note: Only valid when GeometryType is Box or Circle

Rotation

description: Rotation of the shape (in degrees)

ShapeType

type: ESpriteShapeTyp...

description: The type of this piece of geometry.

Vertices

description: Vertices for the polygon (valid for Box and Polygon, but empty for Circle)


description: Can this node be renamed?

code: virtual bool CanRenameNode() const


description: Returns the text to display on the material expression (in the material editor).FStringThe text to display.

code: virtual void GetCaption ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutCaptions ) const


description: Get a tooltip for the expression itself.

code: virtual void GetExpressionToolTip ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutToolTip )


description: Returns the keywords that should be used when searching for this expression

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: PAPER2UMaterialExpressionSpriteTextureSampler ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: This is a texture sampler 2D with a special automatically defined parameter name. The texture specified here will be replaced by the SourceTexture or an AdditionalSourceTextures entry of a Paper2D sprite if this material is used on a sprite.

AdditionalSlotIndex

description: This is the slot index into the AdditionalSourceTextures array.

bSampleAdditionalTextures

description: Is this a sampler for the default SourceTexture or the AdditionalSourceTextures list?

SlotDisplayName

type: FText

description: Friendly label for the texture slot, displayed in the Sprite Editor if not empty.


description: Returns true if the flipbook asset contains the specified sprite asset in any frames.

code: bool ContainsSprite ( UPaperSprite * SpriteAsset ) const


description: Returns true if the flipbook has a specific named socket.

code: bool DoesSocketExist ( [FName](API\Runtime\Core\UObject\FName) SocketName ) const


description: Search for a socket at the specified frame.

code: bool FindSocket ( [FName](API\Runtime\Core\UObject\FName) SocketName, int32 KeyFrameIndex, FTransform & OutLocalTransform )


Returns the collision source of this flipbook animation (if any)


description: Return the default material for this flipbook.

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultMaterial() const


description: Returns the nominal frame rate to play this flipbook animation back at.

code: float GetFramesPerSecond() const


description: Returns the key frame at the specified index, make sure the index is valid before use.

code: const [FPaperFlipbookKeyFrame](API\Plugins\Paper2D\FPaperFlipbookKeyFrame) & GetKeyFrameChecked ( int32 Index ) const


description: Returns the keyframe index that covers the specified time (in seconds), or INDEX_NONE if none exists. When bClampToEnds is true, it will choose the first or last keyframe if the time is out of range.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") int32 GetKeyFrameIndexAtTime ( float Time, bool bClampToEnds ) const


description: Returns the total number of frames.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") int32 GetNumFrames() const


description: Returns the number of key frames.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") int32 GetNumKeyFrames() const


Returns the render bounds of this sprite.


description: Returns the sprite at the specified keyframe index, or nullptr if none exists.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") UPaperSprite * GetSpriteAtFrame ( int32 FrameIndex ) const


description: Returns the sprite at the specified time (in seconds), or nullptr if none exists. When bClampToEnds is true, it will choose the first or last sprite if the time is out of range.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") UPaperSprite * GetSpriteAtTime ( float Time, bool bClampToEnds ) const


description: Returns the total duration in seconds.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") float GetTotalDuration() const


description: Returns true if the flipbook has any sockets.

code: bool HasAnySockets() const


description: Rebuilds cached data about the animation (such as total number of frames that the keyframes span, etc...)

code: void InvalidateCachedData()


description: Is the specifiedIndexwithin the valid range of key frames?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") bool IsValidKeyFrameIndex ( int32 Index ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Returns a list of all of the sockets.

code: void QuerySupportedSockets ( [TArray](API\Runtime\Core\Containers\TArray)< [FComponentSocketDescription](API\Runtime\Engine\Engine\FComponentSocketDescription) > & OutSockets ) const


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: PAPER2UPaperFlipbook ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Contains an animation sequence of sprite frames

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(DisplayThumbnail="true")) class PAPER2UPaperFlipbook : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

CollisionSource

type: TEnumAsByte<EF...

description: Collision source.

DefaultMaterial

type: TObjectPtr<UMa...

description: The material to use on a flipbook player instance if not overridden.

FramesPerSecond

description: The nominal frame rate to play this flipbook animation back at.

KeyFrames

type: TArray<FPaperF...

description: The set of key frames for this flipbook animation (each one has a duration and a sprite to display)


description: Give a readable name for this component, including asset name if applicable

code: virtual const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AdditionalStatObject() const


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Return true if socket with the given name exists

code: virtual bool DoesSocketExist ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


description: Gets the flipbook used by this instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Sprite") virtual UPaperFlipbook * GetFlipbook()


description: Get the nominal framerate that the flipbook will be played back at (ignoring PlayRate), in frames per second

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") float GetFlipbookFramerate() const


description: Get length of the flipbook (in seconds)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") float GetFlipbookLength() const


description: Get length of the flipbook (in frames)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") int32 GetFlipbookLengthInFrames() const


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


description: Get the current playback position (in seconds) of the flipbook

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") float GetPlaybackPosition() const


description: Get the current playback position (in frames) of the flipbook

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") int32 GetPlaybackPositionInFrames() const


description: Get the current play rate for this flipbook

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") float GetPlayRate() const


description:
Get world-space socket transform.
Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

code: virtual FTransform GetSocketTransform ( [FName](API\Runtime\Core\UObject\FName) InSocketName, ERelativeTransformSpace TransformSpace ) const


code: UPaperSprite * GetSpriteAtCachedIndex() const


Returns the current color of the sprite


description: Enumerates the streaming textures/meshes used by the primitive.

code: virtual void GetStreamingRenderAssetInfo ( [FStreamingTextureLevelContext](API\Runtime\Engine\Engine\FStreamingTextureLevelContext) & LevelContext, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingRenderAssets ) const


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description: Returns the material textures used to render this primitive for the given platform. Internally callsGetUsedMaterials()andGetUsedTextures()for each material.

code: virtual void GetUsedTextures ( [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & OutTextures, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel )


description: Returns true if this component has any sockets

code: virtual bool HasAnySockets() const


description: Get whether we are looping or not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") bool IsLooping() const


description: Get whether this flipbook is playing or not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") bool IsPlaying() const


description: Get whether we are reversing or not

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") bool IsReversing() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnRep_SourceFlipbook ( class UPaperFlipbook * OldFlipbook )


Start playback of flipbook


Start playback of flipbook from the start


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Get a list of sockets this component contains

code: virtual void QuerySupportedSockets ( [TArray](API\Runtime\Core\Containers\TArray)< [FComponentSocketDescription](API\Runtime\Engine\Engine\FComponentSocketDescription) > & OutSockets ) const


Start playback of flipbook in reverse


Start playback of flipbook in reverse from the end


Called to send dynamic data for this component to the rendering thread


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Change the flipbook used by this instance (will reset the play time to 0 if it is a new flipbook).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") virtual bool SetFlipbook ( class UPaperFlipbook * NewFlipbook )


description: True means we should loop, false means we should not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") void SetLooping ( bool bNewLooping )


description: Set the new playback position time to use

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") void SetNewTime ( float NewTime )


description: Jump to a position in the flipbook (expressed in seconds). If bFireEvents is true, event functions will fire, otherwise they will not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") void SetPlaybackPosition ( float NewPosition, bool bFireEvents )


description: Jump to a position in the flipbook (expressed in frames). If bFireEvents is true, event functions will fire, otherwise they will not.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") void SetPlaybackPositionInFrames ( int32 NewFramePosition, bool bFireEvents )


description: Sets the new play rate for this flipbook

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Flipbook") void SetPlayRate ( float NewRate )


description: Set color of the sprite

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") void SetSpriteColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewColor )


Stop playback of flipbook


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


code: PAPER2UPaperFlipbookComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ShowCategories=(Mobility, ComponentReplication), ClassGroup=Paper2D, Meta=(BlueprintSpawnableComponent)) class PAPER2UPaperFlipbookComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)

AccumulatedTime

description: Current position in the timeline

bLooping

type: uint32: 1

description: Whether the flipbook should loop when it reaches the end, or stop

bPlaying

description: Are we currently playing (moving Position)

bReversePlayback

description: If playback should move the current position backwards instead of forwards

CachedBodySetup

type: TObjectPtr<UBo...

description: The cached body setup

CachedFrameIndex

description: Last frame index calculated

OnFinishedPlaying

type: FFlipbookFinish...

description: Event called whenever a non-looping flipbook finishes playing (either reaching the beginning or the end, depending on the play direction)

PlayRate

description: Current play rate of the flipbook

SourceFlipbook

type: TObjectPtr< UPa...

description: Flipbook currently being played

SpriteColor

type: FLinearColor

description: Vertex color to apply to the frames


description: Add an instance to this component. Transform can be given either in the local space of this component or world space.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Sprite") int32 AddInstance ( const FTransform & Transform, UPaperSprite * Sprite, bool bWorldSpace, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color )


code: virtual int32 AddInstanceWithMaterial ( const FTransform & Transform, UPaperSprite * Sprite, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialOverride, bool bWorldSpace, [FLinearColor](API\Runtime\Core\Math\FLinearColor) Color )


description: Give a readable name for this component, including asset name if applicable

code: virtual const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AdditionalStatObject() const


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Determines whether or not the simulate physics setting can be edited interactively on this component

code: virtual bool CanEditSimulatePhysics()


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


description: Terminate all body instances owned by this component

code: void ClearAllInstanceBodies()


description: Clear all instances being rendered by this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Sprite") virtual void ClearInstances()


description: Returns true if this component references the specified sprite asset.

code: bool ContainsSprite ( UPaperSprite * SpriteAsset ) const


description: Creates body instances for all instances owned by this component

code: void CreateAllInstanceBodies()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description:
Collects custom navigable geometry of component.
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


description: Get the number of instances in this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Sprite") int32 GetInstanceCount() const


description: Get the transform for the instance specified. Instance is returned in local space of this component unless bWorldSpace is set. Returns True on success.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Sprite") bool GetInstanceTransform ( int32 InstanceIndex, FTransform & OutInstanceTransform, bool bWorldSpace ) const


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description: Prepare navigation modifiers

code: virtual void GetNavigationData ( [FNavigationRelevantData](API\Runtime\Engine\AI\Navigation\FNavigationRelevantData) & Data ) const


description: Handles request from navigation system to gather instance transforms in a specific area box

code: void GetNavigationPerInstanceTransforms ( const FBox & AreaBox, [TArray](API\Runtime\Core\Containers\TArray)< FTransform > & OutInstanceTransforms ) const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FSpriteInstanceData](API\Plugins\Paper2D\FSpriteInstanceData) > & GetPerInstanceSpriteData() const


description: Adds all referenced sprite assets to the specified list.

code: void GetReferencedSpriteAssets ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InOutObjects ) const


description: Returns the material textures used to render this primitive for the given platform. Internally callsGetUsedMaterials()andGetUsedTextures()for each material.

code: virtual void GetUsedTextures ( [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & OutTextures, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel )


description: Creates a body instance for the specified instance data if that sprite has defined collision

code: [FBodyInstance](API\Runtime\Engine\PhysicsEngine\FBodyInstance) * InitInstanceBody ( int32 InstanceIndex, const [FSpriteInstanceData](API\Plugins\Paper2D\FSpriteInstanceData) & InstanceData, FPhysScene * PhysScene )


description: Used to create any physics engine information for this component

code: virtual void OnCreatePhysicsState()


description: Used to shut down and physics engine structure for this component

code: virtual void OnDestroyPhysicsState()


description: Native callback when this component is moved

code: virtual void OnUpdateTransform ( EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Invalidates the render and collision state

code: void RebuildInstances()


description: Creates the material list from the instances

code: void RebuildMaterialList()


description: Transfers ownership of instance render data to a render thread instance render data will be released in scene proxy dtor or on render thread task

code: void ReleasePerInstanceRenderData()


description: Remove the instance specified. Returns True on success.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Sprite") virtual bool RemoveInstance ( int32 InstanceIndex )


description: Sets up new instance data to sensible defaults, creates physics counterparts if possible

code: void SetupNewInstanceData ( [FSpriteInstanceData](API\Plugins\Paper2D\FSpriteInstanceData) & InOutNewInstanceData, int32 InInstanceIndex, const FTransform & InInstanceTransform, UPaperSprite * InSprite, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialOverride, const [FColor](API\Runtime\Core\Math\FColor) & InColor )


description: Return true ifCreatePhysicsState()should be called. IdeallyCreatePhysicsState()should always succeed if this returns true, but this isn't currently the case

code: virtual bool ShouldCreatePhysicsState() const


description: Sort all instances by their world space position along the specified axis

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Sprite") void SortInstancesAlongAxis ( FVector WorldSpaceSortAxis )


description: Update the color for the instance specified. Returns True on success.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Sprite") virtual bool UpdateInstanceColor ( int32 InstanceIndex, [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewInstanceColor, bool bMarkRenderStateDirty )


description: Update the transform for the instance specified. Instance is given in local space of this component unless bWorldSpace is set. Returns True on success.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Components|Sprite") virtual bool UpdateInstanceTransform ( int32 InstanceIndex, const FTransform & NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport )


description: Adds to the material list from a single sprite

code: int32 UpdateMaterialList ( UPaperSprite * Sprite, [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * MaterialOverride )


code: PAPER2UPaperGroupedSpriteComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: UPaperSprite

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ShowCategories=(Mobility), ClassGroup=Paper2D, Meta=(BlueprintSpawnableComponent), EarlyAccessPreview) class PAPER2UPaperGroupedSpriteComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)

FGroupedSpriteSceneProxy

type: friend

InstanceBodies

type: TArray<FBodyIn...

description: Physics representation of the instance bodies

InstanceMaterials

type: TArray<TObject...

description: Array of materials used by the instances

PerInstanceSpriteData

type: TArray<FSprite...

description: Array of instances


code: PAPER2UPaperRuntimeSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Implements the settings for the Paper2D plugin.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, defaultconfig) class PAPER2UPaperRuntimeSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bEnableSpriteAtlasGroups

type: bool

description: Enables experimentalincomplete and unsupportedtexture atlas groups that sprites can be assigned to.

bEnableTerrainSplineEditing

description: Enables experimentalincomplete and unsupported2D terrain spline editing. Note: You need to restart the editor when enabling this setting for the change to fully take effect.

bResizeSpriteDataToMatchTextures

description: Enables automatic resizing of various sprite data that is authored in texture space if the source texture gets resized (sockets, the pivot, render and collision geometry, etc...)


description:
Interface for checking if the implementing objects contains triangle mesh collision data
true if the implementing object contains triangle mesh data, false otherwise

code: virtual bool ContainsPhysicsTriMeshData ( bool InUseAllTriData ) const


code: void BuildGeometryFromContours ( FSpriteGeometryCollection & GeomOwner )


code: FVector2D ConvertPivotSpaceToTextureSpace ( FVector2D Input ) const


code: FVector ConvertPivotSpaceToTextureSpace ( FVector Input ) const


code: FVector2D ConvertTextureSpaceToPivotSpace ( FVector2D Input ) const


code: FVector ConvertTextureSpaceToPivotSpace ( FVector Input ) const


description: World space WRT the sprite editoronly

code: FVector ConvertTextureSpaceToWorldSpace ( const FVector2D & SourcePoint ) const


code: FVector2D ConvertWorldSpaceToTextureSpace ( const FVector & WorldPoint ) const


code: void CreatePolygonFromBoundingBox ( FSpriteGeometryCollection & GeomOwner, bool bUseTightBounds )


code: static void ExtractRectsFromTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, [TArray](API\Runtime\Core\Containers\TArray)< FIntRect > & OutRects )


code: void ExtractSourceRegionFromTexturePoint ( const FVector2D & Point )


code: static void FindContours ( const FIntPoint & ScanPos, const FIntPoint & ScanSize, float AlphaThreshold, float Detail, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< FIntPoint > > & OutPoints )


description: Search for a socket (note: do not cache this pointer; it's unsafe if the Socket array is edited)

code: [FPaperSpriteSocket](API\Plugins\Paper2D\FPaperSpriteSocket) * FindSocket ( [FName](API\Runtime\Core\UObject\FName) SocketName )


code: FVector2D ConvertWorldSpaceDeltaToTextureSpace ( const FVector & WorldDelta, bool bIgnoreRotation ) const


description: Evaluates the SourceUV/SourceDimensons rectangle, finding the tightest bounds that still include all pixels with alpha above AlphaThreshold. The output box position is the top left corner of the box, not the center.

code: void FindTextureBoundingBox ( float AlphaThreshold, FVector2D & OutBoxPosition, FVector2D & OutBoxSize )


description: Return the alternate material for this sprite.

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetAlternateMaterial() const


code: const [UPaperSpriteAtlas](API\Plugins\Paper2D\UPaperSpriteAtlas) * GetAtlasGroup() const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Returns the list of additional source textures this should be rendered with.

code: void GetBakedAdditionalSourceTextures ( [FAdditionalSpriteTextureArray](API\Plugins\Paper2D\FAdditionalSpriteTextureArray) & OutTextureList ) const


description: Returns the texture this should be rendered with.

code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetBakedTexture() const


description: Returns the extrusion thickness of collision geometry when using a 3D collision domain.

code: float GetCollisionThickness() const


description: Return the default material for this sprite.

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetDefaultMaterial() const


description: Returns either the default material (index 0) or alternate material (index 1)

code: [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 MaterialIndex ) const


description: Returns the number of materials (1 or 2, depending on if there is alternate geometry)

code: int32 GetNumMaterials() const


Returns the Origin within SourceImage, prior to atlasing.


description:
Interface for retrieving triangle mesh collision data from the implementing object
true if successful, false if unable to successfully fill in data structure

code: virtual bool GetPhysicsTriMeshData ( struct [FTriMeshCollisionData](API\Runtime\PhysicsCore\FTriMeshCollisionData) * CollisionData, bool InUseAllTriData )


code: [ESpritePivotMode::Type](API\Plugins\Paper2D\ESpritePivotMode__Type) GetPivotMode ( FVector2D & OutCustomTextureSpacePivot ) const


description: Returns the current pivot position in texture space.

code: FVector2D GetPivotPosition() const


description: Return the scaling factor between pixels and Unreal units (cm)

code: float GetPixelsPerUnrealUnit() const


description: Returns the raw pivot position (ignoring pixel snapping)

code: FVector2D GetRawPivotPosition() const


Returns the render bounds of this sprite.


description: Gets the atlas data to use when rendering with slate.

code: virtual [FSlateAtlasData](API\Runtime\Engine\Slate\FSlateAtlasData) GetSlateAtlasData() const


Returns the Dimensions of SourceImage prior to trimming.


code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetSourceTexture() const


Returns the collision domain (no collision, 2D, or 3D)


description: Return the scaling factor between Unreal units (cm) and pixels.

code: float GetUnrealUnitsPerPixel() const


description: Returns true if the sprite has any sockets.

code: bool HasAnySockets() const


description: Reinitializes this sprite (NOTE: Does not register existing components in the world)

code: void InitializeSprite ( const [FSpriteAssetInitParameters](API\Plugins\Paper2D\FSpriteAssetInitParameters) & InitParams, bool bRebuildData )


description: This texture is rotated in the atlas.

code: bool IsRotatedInSourceImage() const


description: Rescale properties to handle source texture size change.

code: bool NeedRescaleSpriteData()


description: Returns true if this sprite is trimmed from the original texture, meaning that the source image dimensions and origin in the source image may not be the same as the final results for the sprite (empty alpha=0 pixels were trimmed from the exterior region)

code: bool IsTrimmedInSourceImage() const


description: Called when an object is re-imported in the editor.

code: void OnObjectReimported ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * InObject )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Returns a list of all of the sockets.

code: void QuerySupportedSockets ( [TArray](API\Runtime\Core\Containers\TArray)< [FComponentSocketDescription](API\Runtime\Engine\Engine\FComponentSocketDescription) > & OutSockets ) const


description: This is a generic "rebuild all" function that callsRebuildCollisionData()and thenRebuildRenderData().

code: void RebuildData()


description: Removes the specified socket.

code: void RemoveSocket ( [FName](API\Runtime\Core\UObject\FName) SocketName )


code: void RescaleSpriteData ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * Texture )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SetPivotMode ( [ESpritePivotMode::Type](API\Plugins\Paper2D\ESpritePivotMode__Type) PivotMode, FVector2D CustomTextureSpacePivot, bool bRebuildData )


code: void SetRotated ( bool bRotated, bool bRebuildData )


code: void SetTrim ( bool bTrimmed, const FVector2D & OriginInSourceImage, const FVector2D & SourceImageDimension, bool bRebuildData )


description: Make sure all socket names are valid All duplicate / empty names will be made unique

code: void ValidateSocketNames()


code: PAPER2UPaperSprite ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Give a readable name for this component, including asset name if applicable

code: virtual const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AdditionalStatObject() const


description: UPaperSpriteComponent

AdditionalSourceTextures

description: Additional source textures for other slots.

AlternateMaterial

description: The alternate material to use on a sprite instance if not overridden (this is only used for Diced render geometry, and will be the opaque material in that case, slot 1)

AlternateMaterialSplitIndex

description: The point at which the alternate material takes over in the baked render data (or INDEX_NONE)

AtlasGroup

type: TObjectPtr< cla...

description: Spritesheet group that this sprite belongs to.

BakedRenderData

type: TArray< FVector...

description: Baked render data (triangle vertices, stored as XY UV tuples) XY is the XZ position in world space, relative to the pivot UV is normalized (0..1) There should always be a multiple of three elements in this array

BakedSourceDimension

description: Dimensions within BakedSourceTexture (in pixels)

BakedSourceTexture

type: TObjectPtr<UTe...

BakedSourceUV

description: Position within BakedSourceTexture (in pixels)

BodySetup

description: Baked physics data.

bRotatedInSourceImage

description: This texture is rotated in the atlas.

bSnapPivotToPixelGrid

description: Should the pivot be snapped to a pixel boundary?

bTrimmedInSourceImage

description: This texture is trimmed, consider the values above.

CollisionGeometry

type: FSpriteGeometry...

description: Custom collision geometry polygons (in texture space)

CollisionThickness

type: float

description: The extrusion thickness of collision geometry when using a 3D collision domain.

CustomPivotPoint

description: Custom pivot point (relative to the sprite rectangle)

DefaultMaterial

description: The material to use on a sprite instance if not overridden (this is the default material when only one is being used, and is the translucent/masked material for Diced render geometry, slot 0)

OriginInSourceImageBeforeTrimming

description: Origin within SourceImage, prior to atlasing.

PivotMode

type: TEnumAsByte<ES...

description: Pivot mode.

PixelsPerUnrealUnit

description: The scaling factor between pixels and Unreal units (cm) (e.g., 0.64 would make a 64 pixel wide sprite take up 100 cm)

PreviousAtlasGroup

type: TSoftObjectPtr<...

description: The previous spritesheet group this belonged to To make sure we remove ourselves from it if changed or nulled out

RenderGeometry

description: Custom render geometry polygons (in texture space)

Sockets

type: TArray<FPaperS...

description: List of sockets on this sprite.

SourceDimension

description: Dimensions within SourceTexture (in pixels)

SourceImageDimensionBeforeTrimming

description: Dimensions of SourceImage.

SourceTexture

description: The source texture that the sprite comes from.

SourceTextureDimension

description: Dimension of the texture when this sprite was created Used when the sprite is resized at some point

SourceUV

description: Position within SourceTexture (in pixels)

SpriteCollisionDomain

description: Collision domain (no collision, 2D, or 3D)


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Return true if socket with the given name exists

code: virtual bool DoesSocketExist ( [FName](API\Runtime\Core\UObject\FName) InSocketName ) const


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


description:
Get world-space socket transform.
Socket transform in world space if socket if found. Otherwise it will return component's transform in world space.

code: virtual FTransform GetSocketTransform ( [FName](API\Runtime\Core\UObject\FName) InSocketName, ERelativeTransformSpace TransformSpace ) const


description: Gets the PaperSprite used by this instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Sprite") virtual UPaperSprite * GetSprite()


description: Enumerates the streaming textures/meshes used by the primitive.

code: virtual void GetStreamingRenderAssetInfo ( [FStreamingTextureLevelContext](API\Runtime\Engine\Engine\FStreamingTextureLevelContext) & LevelContext, [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingRenderAssetPrimitiveInfo](API\Runtime\Engine\Engine\FStreamingRenderAssetPrimitiveIn-) > & OutStreamingRenderAssets ) const


Returns the current color of the sprite


description: Retrieves the materials used in this component

code: virtual void GetUsedMaterials ( [TArray](API\Runtime\Core\Containers\TArray)< [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * > & OutMaterials, bool bGetDebugMaterials ) const


description: Returns the material textures used to render this primitive for the given platform. Internally callsGetUsedMaterials()andGetUsedTextures()for each material.

code: virtual void GetUsedTextures ( [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & OutTextures, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel )


Returns the wireframe color to use for this component.


description: Returns true if this component has any sockets

code: virtual bool HasAnySockets() const


description: Get a list of sockets this component contains

code: virtual void QuerySupportedSockets ( [TArray](API\Runtime\Core\Containers\TArray)< [FComponentSocketDescription](API\Runtime\Engine\Engine\FComponentSocketDescription) > & OutSockets ) const


Called to send dynamic data for this component to the rendering thread


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Change the PaperSprite used by this instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") virtual bool SetSprite ( class UPaperSprite * NewSprite )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Set color of the sprite

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") void SetSpriteColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewColor )


code: void SetTransientTextureOverride ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * TextureToModifyOverrideFor, [UTexture](API\Runtime\Engine\Engine\UTexture) * OverrideTexture )


code: PAPER2UPaperSpriteComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: UPaperSprite

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ShowCategories=(Mobility), ClassGroup=Paper2D, Meta=(BlueprintSpawnableComponent)) class PAPER2UPaperSpriteComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)

SourceSprite

description: The sprite asset used by this component.

SpriteColor

description: The color of the sprite (passed to the sprite material as a vertex color)


description: Give a readable name for this component, including asset name if applicable

code: virtual const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AdditionalStatObject() const


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


code: void GenerateFillRenderDataFromPolygon ( const class UPaperSprite * NewSprite, FSpriteDrawCallRecord & FillDrawCall, const FVector2D & TextureSize, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & TriangulatedPolygonVertices )


code: void GenerateCollisionDataFromPolygon ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & SplinePolyVertices2D, const [TArray](API\Runtime\Core\Containers\TArray)< float > & TerrainOffsets, const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & TriangulatedPolygonVertices )


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


code: FTransform GetTransformAtDistance ( float InDistance ) const


code: void InsertConvexCollisionDataFromPolygon ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector2D > & ClosedPolyVertices2D )


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set color of the terrain.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") void SetTerrainColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewColor )


code: void SpawnSegments ( const [TArray](API\Runtime\Core\Containers\TArray)< [FTerrainSegment](API\Plugins\Paper2D\FTerrainSegment) > & TerrainSegments, bool bGenerateSegmentColliders )


code: PAPER2UPaperTerrainComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: The terrain visualization component for an associated spline component. This takes a 2D terrain material and instances sprite geometry along the spline path.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class PAPER2UPaperTerrainComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

CachedBodySetup

description: Description of collision

CollisionThickness

description: The extrusion thickness of collision geometry when using a 3D collision domain

GeneratedSpriteGeometry

type: TArray<FPaperT...

RandomSeed

description: Random seed used for choosing which spline meshes to use.

ReparamStepsPerSegment

description: Number of steps per spline segment to place in the reparameterization table

SegmentOverlapAmount

description: The overlap amount between segments

SpriteCollisionDomain

description: Collision domain (no collision, 2D (experimental), or 3D)

TerrainColor

description: The color of the terrain (passed to the sprite material as a vertex color)

TerrainMaterial

description: The terrain material to apply to this component (set of rules for which sprites are used on different surfaces or the interior)


code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: PAPER2UPaperTerrainMaterial ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: 'Material' setup for a 2D terrain spline (stores references to sprites that will be instanced along the spline path, not actually related toUMaterialInterface).

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class PAPER2UPaperTerrainMaterial : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

InteriorFill

description: The sprite to use for an interior region fill.


code: PAPER2UPaperTerrainSplineComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Experimental) class PAPER2UPaperTerrainSplineComponent : public [USplineComponent](API\Runtime\Engine\Components\USplineComponent)

OnSplineEdited

type: FSimpleDelegate

description: Triggered when the spline is edited.


description: Adds collision to the specified body setup.

code: void AugmentBodySetup ( [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * ShapeBodySetup, float RenderSeparation )


description: Reallocates the map. This is a destructive operation that does not copy data across!

code: void DestructiveAllocateMap ( int32 NewWidth, int32 NewHeight )


description: Returns the tile information about the specified cell.

code: [FPaperTileInfo](API\Plugins\Paper2D\FPaperTileInfo) GetCell ( int32 X, int32 Y ) const


Gets the layer-specific color multiplier.


description: Returns the height of the layer (in tiles)

code: int32 GetLayerHeight() const


description: Returns the index of this layer in the parent tile map.

code: int32 GetLayerIndex() const


description: Returns the width of the layer (in tiles)

code: int32 GetLayerWidth() const


description: Returns the number of occupied cells in the layer.

code: int32 GetNumOccupiedCells() const


description: Returns the parent tile map.

code: UPaperTileMap * GetTileMap() const


description: Returns the transform for the given packed flag index (0..7)

code: static FTransform GetTileTransform ( int32 FlagIndex )


description: Returns whether the specified coordinates are in bounds for the layer.

code: bool InBounds ( int32 X, int32 Y ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Returns the raw pointer to the allocated cells, only for use when rendering the tile map and should never be held onto.

code: const [FPaperTileInfo](API\Plugins\Paper2D\FPaperTileInfo) * PRIVATE_GetAllocatedCells() const


description: Reallocates the map. This tries to preserve contents.

code: void ResizeMap ( int32 NewWidth, int32 NewHeight )


description: Sets the tile information about the specified cell.

code: void SetCell ( int32 X, int32 Y, const [FPaperTileInfo](API\Plugins\Paper2D\FPaperTileInfo) & NewValue )


code: void SetLayerCollides ( bool bShouldCollide )


code: void SetLayerCollisionOffset ( bool bShouldOverride, float OverrideValue )


code: void SetLayerCollisionThickness ( bool bShouldOverride, float OverrideValue )


description: Sets the layer-specific color multiplier (Note: does not invalidate any components using this layer!)

code: void SetLayerColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewColor )


description: Set whether this layer should be drawn (in the editor)

code: void SetShouldRenderInEditor ( bool bShouldRender )


description: Should this layer be drawn (in the editor)?

code: bool ShouldRenderInEditor() const


description: Should this layer be drawn (in game)?

code: bool ShouldRenderInGame() const


description: Checks to see if this layer uses the specified tile set Note: This is a slow operation, it scans each tile!

code: bool UsesTileSet ( UPaperTileSet * TileSet ) const


code: PAPER2UPaperTileLayer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: This class represents a single layer in a tile map. All layers in the map must have the size dimensions.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class PAPER2UPaperTileLayer : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

LayerName

type: FText

description: Name of the layer.


description: Handles adding an existing layer that doesnotbelong to any existing tile map.

code: void AddExistingLayer ( UPaperTileLayer * NewLayer, int32 InsertionIndex )


description: Creates and adds a new layer and returns it.

code: UPaperTileLayer * AddNewLayer ( int32 InsertionIndex )


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Creates a clone of this tile map in the specified outer.

code: UPaperTileMap * CloneTileMap ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OuterForClone )


description: Creates a reasonable new layer name.

code: static [FText](API\Runtime\Core\Internationalization\FText) GenerateNewLayerName ( UPaperTileMap * TileMap )


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Returns the extrusion thickness of collision geometry when using a 3D collision domain.

code: float GetCollisionThickness() const


code: void GetLocalToTileParameters ( FVector & OutCornerPosition, FVector & OutStepX, FVector & OutStepY, FVector & OutOffsetYFactor ) const


Returns the collision domain (no collision, 2D, or 3D)


description: Returns the center of the specified tile in local space.

code: FVector GetTileCenterInLocalSpace ( float TileX, float TileY, int32 LayerIndex ) const


description: Returns the tile coordinates of the specified local space position.

code: void GetTileCoordinatesFromLocalSpacePosition ( const FVector & Position, int32 & OutTileX, int32 & OutTileY ) const


description: Returns the polygon for the specified tile (will be 4 or 6 vertices as a rectangle, diamond, or hexagon)

code: void GetTilePolygon ( int32 TileX, int32 TileY, int32 LayerIndex, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & LocalSpacePoints ) const


description: Returns the top left corner of the specified tile in local space.

code: FVector GetTilePositionInLocalSpace ( float TileX, float TileY, int32 LayerIndex ) const


description: Return the scaling factor between pixels and Unreal units (cm)

code: float GetPixelsPerUnrealUnit() const


code: void GetTileToLocalParameters ( FVector & OutCornerPosition, FVector & OutStepX, FVector & OutStepY, FVector & OutOffsetYFactor ) const


description: Return the scaling factor between Unreal units (cm) and pixels.

code: float GetUnrealUnitsPerPixel() const


description: Called when a fresh tile map has been created (by factory or otherwise) Adds a default layer and pulls the PixelsPerUnrealUnit from the project settings

code: void InitializeNewEmptyTileMap ( UPaperTileSet * DefaultTileSetAsset )


description: Returns true if the specified name is already in use as a layer name.

code: bool IsLayerNameInUse ( const [FText](API\Runtime\Core\Internationalization\FText) & LayerName ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: This is called when a property is about to be modified externally

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


description: Rebuild collision and recreate the body setup.

code: void RebuildCollision()


description: Resize the tile map and all layers.

code: void ResizeMap ( int32 NewWidth, int32 NewHeight, bool bForceResize )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the collision domain.

code: void SetCollisionDomain ( [ESpriteCollisionMode::Type](API\Plugins\Paper2D\ESpriteCollisionMode__Type) Domain )


description: Sets the collision thickness.

code: void SetCollisionThickness ( float Thickness )


description: Checks to see if this tile map uses the specified tile set Note: This is a slow operation, it scans each tile of each layer!

code: bool UsesTileSet ( UPaperTileSet * TileSet ) const


code: PAPER2UPaperTileMap ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: A tile map is a 2D grid with a defined width and height (in tiles). There can be multiple layers, each of which can specify which tile should appear in each cell of the map for that layer.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class PAPER2UPaperTileMap : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AssetImportData

description: Importing data and options used for this tile map

BackgroundColor

type: FLinearColor

description: The background color displayed in the tile map editor

BodySetup

type: TObjectPtr<UBo...

description: Baked physics data.

CollisionThickness

description: The extrusion thickness of collision geometry when using a 3D collision domain.

HexSideLength

description: The vertical height of the sides of the hex cell for a tile.

LayerGridColor

description: The color of the layer grid

LayerNameIndex

description: The naming index to start at when trying to create a new layer

MapHeight

description: Height of map (in tiles)

MapWidth

description: Width of map (in tiles)

Material

type: TObjectPtr<UMa...

description: The material to use on a tile map instance if not overridden.

MultiTileGridColor

description: The color of the multi tile grid

MultiTileGridHeight

description: Number of tiles the multi tile grid spans vertically. 0 removes horizontal lines

MultiTileGridOffsetX

description: Number of tiles the multi tile grid is shifted to the right

MultiTileGridOffsetY

description: Number of tiles the multi tile grid is shifted downwards

MultiTileGridWidth

description: Number of tiles the multi tile grid spans horizontally. 0 removes vertical lines

PixelsPerUnrealUnit

description: The scaling factor between pixels and Unreal units (cm) (e.g., 0.64 would make a 64 pixel wide tile take up 100 cm)

ProjectionMode

type: TEnumAsByte<ET...

description: Tile map type.

SelectedLayerIndex

description: The currently selected layer index

SelectedTileSet

description: Last tile set that was selected when editing the tile map.

SeparationPerLayer

description: The Z-separation between each layer of the tile map.

SeparationPerTileX

description: The Z-separation incurred as you travel in X (not strictly applied, batched tiles will be put at the same Z level)

SeparationPerTileY

description: The Z-separation incurred as you travel in Y (not strictly applied, batched tiles will be put at the same Z level)

SpriteCollisionDomain

description: Collision domain (no collision, 2D, or 3D)

TileGridColor

description: The color of the tile grid

TileHeight

description: Height of one tile (in pixels)

TileLayers

description: The list of layers.

TileWidth

description: Width of one tile (in pixels)


description: Give a readable name for this component, including asset name if applicable

code: virtual const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AdditionalStatObject() const


description: Creates and adds a new layer to the tile map Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") UPaperTileLayer * AddNewLayer()


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Creates a new tile map of the specified size, replacing the TileMap reference (or dropping the previous owned one)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") void CreateNewTileMap ( int32 MapWidth, int32 MapHeight, int32 TileWidth, int32 TileHeight, float PixelsPerUnrealUnit, bool bCreateLayer )


description: Creates a new tile map internally, replacing the TileMap reference (or dropping the previous owned one)

code: void CreateNewOwnedTileMap()


description: Return the BodySetup to use for this PrimitiveComponent (single body case)

code: virtual [UBodySetup](API\Runtime\Engine\PhysicsEngine\UBodySetup) * GetBodySetup()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


description: Gets the per-layer color multiplier for a specific layer (multiplied with the tile map color and passed to the material as a vertex color)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Sprite") [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetLayerColor ( int32 Layer ) const


description: Returns the size of the tile map.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") void GetMapSize ( int32 & MapWidth, int32 & MapHeight, int32 & NumLayers )


description:
Returns the material used by the element at the specified index
the material used by the indexed element of this mesh.

code: virtual [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * GetMaterial ( int32 ElementIndex ) const


description: Return number of material elements in this primitive

code: virtual int32 GetNumMaterials() const


description: Returns the rendering stats for this component.

code: void GetRenderingStats ( int32 & OutNumTriangles, int32 & OutNumBatches ) const


description: Returns the contents of a specified tile cell.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Sprite", Meta=(Layer="0")) [FPaperTileInfo](API\Plugins\Paper2D\FPaperTileInfo) GetTile ( int32 X, int32 Y, int32 Layer ) const


description: Returns the position of the center of the specified tile.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Sprite") FVector GetTileCenterPosition ( int32 TileX, int32 TileY, int32 LayerIndex, bool bWorldSpace ) const


description: Returns the position of the top left corner of the specified tile.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Sprite") FVector GetTileCornerPosition ( int32 TileX, int32 TileY, int32 LayerIndex, bool bWorldSpace ) const


Gets the tile map global color multiplier (multiplied with the per-layer color and passed to the material as a vertex color)


description: Returns the polygon for the specified tile (will be 4 or 6 vertices as a rectangle, diamond, or hexagon)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Sprite") void GetTilePolygon ( int32 TileX, int32 TileY, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Points, int32 LayerIndex, bool bWorldSpace ) const


Returns the wireframe color to use for this component.


description: Returns the material textures used to render this primitive for the given platform. Internally callsGetUsedMaterials()andGetUsedTextures()for each material.

code: virtual void GetUsedTextures ( [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > & OutTextures, [EMaterialQualityLevel::Type](API\Runtime\Engine\EMaterialQualityLevel__Type) QualityLevel )


Makes the tile map asset pointed to by this component editable. Nothing happens if it was already instanced, but if the tile map is an asset reference, it is cloned to make a unique instance.


description: Does this component own the tile map (is it instanced instead of being an asset reference)?

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") bool OwnsTileMap() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: void RebuildRenderData ( [TArray](API\Runtime\Core\Containers\TArray)< FSpriteRenderSection > & Sections, [TArray](API\Runtime\Core\Containers\TArray)< [FDynamicMeshVertex](API\Runtime\Engine\FDynamicMeshVertex) > & Vertices )


Rebuilds collision for the tile map.


description: Resizes the tile map (Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") void ResizeMap ( int32 NewWidthInTiles, int32 NewHeightInTiles )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Sets the default thickness for any layers that don't override the collision thickness Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") void SetDefaultCollisionThickness ( float Thickness, bool bRebuildCollision )


description: Sets the collision thickness for a specific layer Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") void SetLayerCollision ( int32 Layer, bool bHasCollision, bool bOverrideThickness, float CustomThickness, bool bOverrideOffset, float CustomOffset, bool bRebuildCollision )


description: Sets the per-layer color multiplier for a specific layer (multiplied with the tile map color and passed to the material as a vertex color) Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") void SetLayerColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewColor, int32 Layer )


description: Modifies the contents of a specified tile cell (Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets) Note: Does not update collision by default, call RebuildCollision after all edits have been done in a frame if necessary

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite", Meta=(Layer="0")) void SetTile ( int32 X, int32 Y, int32 Layer, [FPaperTileInfo](API\Plugins\Paper2D\FPaperTileInfo) NewValue )


description: Change the PaperTileMap used by this instance.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") virtual bool SetTileMap ( UPaperTileMap * NewTileMap )


description: Sets the tile map global color multiplier (multiplied with the per-layer color and passed to the material as a vertex color)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sprite") void SetTileMapColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewColor )


code: PAPER2UPaperTileMapComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: UPaperTileMap

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, ClassGroup=Paper2D, EarlyAccessPreview, Meta=(BlueprintSpawnableComponent)) class PAPER2UPaperTileMapComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)

bShowOutlineWhenUnselected

description: Should this component show an outline around the first layer when the component is not selected?

bShowPerLayerGridWhenSelected

description: Should this component show an outline around each layer when the component is selected?

bShowPerLayerGridWhenUnselected

description: Should this component show an outline around each layer when the component is not selected?

bShowPerTileGridWhenSelected

description: Should this component show a tile grid when the component is selected?

bShowPerTileGridWhenUnselected

description: Should this component show a tile grid when the component is not selected?

FPaperTileMapRenderSceneProxy

type: friend

TileMap

description: The tile map used by this component.


description: Adds a new terrain to this tile set (returns false if the maximum number of terrains has already been reached)

code: bool AddTerrainDescription ( FPaperTileSetTerrain NewTerrain )


description: Reallocates the PerTileData array to the specified size. Note: This is a destructive operation!

code: void DestructiveAllocateTileData ( int32 NewWidth, int32 NewHeight )


code: [TArray](API\Runtime\Core\Containers\TArray)< [UTexture](API\Runtime\Engine\Engine\UTexture) * > GetAdditionalTextures() const


Returns the background color displayed in the tile set viewer.


description: Returns the drawing offset for tiles from this set (in pixels)

code: FIntPoint GetDrawingOffset() const


Returns the amount of padding around the border of the tile sheet (in pixels)


description: Returns editable tile metadata for the specified tile index.

code: FPaperTileMetadata * GetMutableTileMetadata ( int32 TileIndex )


description: Returns the number of terrains this tile set has.

code: int32 GetNumTerrains() const


description: Returns the amount of padding between tiles in the tile sheet (in pixels)

code: FIntPoint GetPerTileSpacing() const


code: FPaperTileSetTerrain GetTerrain ( int32 Index ) const


description: Returns the terrain type this tile is a member of, or INDEX_NONE if it is not part of a terrain.

code: int32 GetTerrainMembership ( const [FPaperTileInfo](API\Plugins\Paper2D\FPaperTileInfo) & TileInfo ) const


description: Returns the number of tiles in this tile set.

code: int32 GetTileCount() const


description: Returns the number of tiles per row in this tile set.

code: int32 GetTileCountX() const


description: Returns the number of tiles per column in this tile set.

code: int32 GetTileCountY() const


description: Returns the tile metadata for the specified tile index.

code: const FPaperTileMetadata * GetTileMetadata ( int32 TileIndex ) const


Returns the imported size of the tile sheet texture (in pixels)


description: Returns the tile sheet texture associated with this tile set.

code: [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * GetTileSheetTexture() const


description: Returns the size of a tile (in pixels)

code: FIntPoint GetTileSize() const


description: Returns the user data name for the specified tile, or NAME_None if there is no user-specified data.

code: [FName](API\Runtime\Core\UObject\FName) GetTileUserData ( int32 TileIndex ) const


description: Returns the texture-space coordinates of the top left corner of the specified tile index.

code: bool GetTileUV ( int32 TileIndex, FVector2D & Out_TileUV ) const


description: Returns the texture-space coordinates of the top left corner of the tile at (TileXY.X, TileXY.Y)

code: FIntPoint GetTileUVFromTileXY ( const FIntPoint & TileXY ) const


description: Converts the texture-space coordinates into tile coordinates.

code: FIntPoint GetTileXYFromTextureUV ( const FVector2D & TextureUV, bool bRoundUp ) const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Reallocates the per-tile data to match the current (WidthInTiles, HeightInTiles) size, copying over what it can.

code: void ReallocateAndCopyTileData()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Returns the background color displayed in the tile set viewer.

code: void SetBackgroundColor ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) NewColor )


description: Sets the drawing offset for tiles from this set (in pixels) Note: Does not trigger a rebuild of any tile map components using this tile set

code: void SetDrawingOffset ( FIntPoint NewDrawingOffset )


description: Sets the amount of padding around the border of the tile sheet (in pixels) Note: Does not trigger a rebuild of any tile map components using this tile set

code: void SetMargin ( [FIntMargin](API\Plugins\Paper2D\FIntMargin) NewMargin )


description: Sets the amount of padding between tiles in the tile sheet (in pixels) Note: Does not trigger a rebuild of any tile map components using this tile set

code: void SetPerTileSpacing ( FIntPoint NewSpacing )


description: Sets the tile sheet texture associated with this tile set Note: Does not trigger a rebuild of any tile map components using this tile set

code: void SetTileSheetTexture ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * NewTileSheet )


description: Sets the size of a tile (in pixels) Note: Does not trigger a rebuild of any tile map components using this tile set

code: void SetTileSize ( FIntPoint NewSize )


code: PAPER2UPaperTileSet ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: UPaperTileMapComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class PAPER2UPaperTileSet : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

code: virtual void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const