Ase2UE Documentation
Ase2UE is an Unreal Engine editor plugin for bringing Aseprite art into Paper2D projects.
Save an .ase or .aseprite file, click Import Now in Unreal, and Ase2UE creates or updates the generated texture, sprites, flipbooks, and optional sprite sockets.
Keywords
Section titled “Keywords”Aseprite, Unreal Engine, UE5, Paper2D, PaperSprite, PaperFlipbook, 2D game, pixel art, sprite import, spritesheet, sockets, marker layers, hit boxes, hurt boxes, reimport, editor plugin.
What The Plugin Does
Section titled “What The Plugin Does”Ase2UE helps with the repetitive setup work between Aseprite and Unreal.
It can:
- Export an Aseprite file through the local Aseprite command-line tool.
- Import the exported spritesheet as a texture.
- Create PaperSprite assets from the exported frame data.
- Create PaperFlipbook assets from Aseprite animation tags.
- Read special marker layers and turn 1x1 pixels into PaperSprite sockets.
- Update the same generated assets on reimport instead of creating duplicate files.
- Optionally create an advanced hitbox data asset for Blueprint workflows.
Ase2UE is an editor-time tool. It does not import Aseprite files at runtime.
Requirements
Section titled “Requirements”- Unreal Engine 5 project.
- Paper2D plugin enabled.
- Aseprite installed on the same machine.
- A saved
.aseor.asepritefile.
Quick Start
Section titled “Quick Start”- Enable the Ase2UE plugin.
- Restart Unreal if prompted.
- Enable Paper2D if it is not already enabled.
- Open
Project Settings > Plugins > Ase2UE. - Set
Aseprite Executable Pathif Ase2UE does not find Aseprite automatically. - In the Content Browser, create an
Ase2 Sourceasset. - Open the
Ase2 Sourceasset. - Set
Aseprite Fileto your.aseor.asepritefile. - Set
Import Destinationto a folder under/Game. - Choose your sprite settings.
- Click
Import Now.
Common Windows Aseprite paths:
C:/Program Files/Aseprite/Aseprite.exeC:/Program Files (x86)/Steam/steamapps/common/Aseprite/Aseprite.exeBasic Workflow
Section titled “Basic Workflow”Aseprite file-> Ase2 Source asset-> Import Now-> generated texture, sprites, flipbooks, and socketsAfter the first import, the normal workflow is:
- Edit the art in Aseprite.
- Save the file.
- Go back to Unreal.
- Click
Import Now.
Ase2UE updates the existing generated assets in place.
Generated Folder Layout
Section titled “Generated Folder Layout”If the source file is named Player.aseprite, and the import destination is /Game/Sprites, Ase2UE creates a layout like this:
/Game/Sprites/Player/ Textures/ T_Player_Sheet Sprites/ SP_Player_0000 SP_Player_0001 SP_Player_0002 Flipbooks/ FB_Player_Idle FB_Player_Run FB_Player_Attack Data/ DA_Player_HitboxesThe Data folder only appears when advanced hitbox data generation is enabled.
Ase2 Source Settings
Section titled “Ase2 Source Settings”Aseprite File
Section titled “Aseprite File”The .ase or .aseprite file to import.
If the file picker does not show your file, switch the picker to all files or paste the full path.
Import Destination
Section titled “Import Destination”The Unreal content folder where generated assets are created.
Use a folder under /Game, for example:
/Game/Sprites/HeroPivot Mode
Section titled “Pivot Mode”The PaperSprite pivot mode applied to generated sprites.
Useful defaults:
Center Centerfor characters that rotate or flip around the middle.Bottom Centerfor grounded characters.
Default Material
Section titled “Default Material”The material applied to generated sprites.
The default is Paper2D’s masked lit sprite material. You can change it to an unlit Paper2D material if your project does not use sprite lighting.
Sprite Extraction
Section titled “Sprite Extraction”Ase2UE has two sprite extraction modes.
Grid mode cuts the generated spritesheet into fixed-size cells.
Use Grid when:
- Every frame has the same canvas size.
- You want the cleanest socket marker workflow.
- You want predictable sprite bounds.
- Your Aseprite file uses a fixed character canvas, such as
80x80.
Example:
Sprite Extraction: GridGrid Cell Width: 80Grid Cell Height: 80For sockets, set the grid cell width and height to the Aseprite canvas size.
Auto From Aseprite JSON
Section titled “Auto From Aseprite JSON”Auto mode reads frame rectangles from Aseprite’s exported JSON.
Use Auto when:
- Your frames are packed or trimmed.
- You do not need exact marker-pixel-to-canvas socket placement.
- You want Aseprite’s exported frame data to decide each sprite rectangle.
If sockets look offset in Auto mode, use Grid mode and set the grid size to the source canvas size.
Flipbooks From Tags
Section titled “Flipbooks From Tags”Ase2UE can create PaperFlipbooks from Aseprite frame tags.
Example Aseprite tags:
IdleRunAttackJumpEach tag becomes a flipbook:
FB_Player_IdleFB_Player_RunFB_Player_AttackFB_Player_JumpUse Aseprite Frame Durations
Section titled “Use Aseprite Frame Durations”When this is enabled, Ase2UE uses the frame timing from Aseprite.
When this is disabled, Ase2UE uses the Flipbook Frames Per Second value on the Ase2 Source asset.
Marker Layers And Sprite Sockets
Section titled “Marker Layers And Sprite Sockets”Ase2UE can read special marker layers from Aseprite.
Marker layers are hidden from the main generated texture. Ase2UE exports them separately, reads their visible pixels, and uses them as gameplay helper points.
Socket Marker Layers
Section titled “Socket Marker Layers”To create a PaperSprite socket:
- Create a new layer in Aseprite.
- Name it with a supported prefix.
- Place one visible 1x1 pixel where the socket should be.
- Save the file.
- Click
Import Nowin Unreal.
Supported layer names:
SOCKET_HandSOCKET_WeaponTipHIT_WeaponStartHIT_WeaponTipHURT_BodyAse2UE writes matching sockets onto the generated PaperSprites.
Does Marker Color Matter?
Section titled “Does Marker Color Matter?”No. Marker color does not matter.
Ase2UE reads visible non-transparent pixels. Red, green, blue, white, and other colors all work.
What matters:
- The layer name starts with
SOCKET,HIT, orHURT. - The marker pixel is visible.
- The marker pixel is not fully transparent.
- The marker is on the correct animation frame.
- A 1x1 marker is used for point-style sockets.
Weapon Trace Example
Section titled “Weapon Trace Example”For a melee weapon trace, create two 1x1 marker layers:
HIT_WeaponStartHIT_WeaponTipAfter import, each generated sprite can have both sockets.
In Blueprint or C++, get both socket locations from the PaperSprite or PaperFlipbook component and use them as the trace start and trace end.
Advanced Hitbox Data Asset
Section titled “Advanced Hitbox Data Asset”The default workflow is socket-first.
For most users, PaperSprite sockets are enough for weapon points, hand points, and simple trace positions.
If you want Blueprint-readable HIT/HURT/SOCKET data grouped by animation frame, enable:
Generate Hitbox Data AssetThis creates a data asset named like:
DA_Player_HitboxesUse this only if you need custom Blueprint logic that reads imported marker or slice data directly.
Import Report
Section titled “Import Report”After import, Ase2UE shows a report.
The report is organized into:
What was done: successful work, such as imported markers or applied sockets.Notes: helpful information that is not a problem.Warnings: things that need attention, such as marker layers with no visible pixels.
Warnings are not used for normal successful import details.
Reimport Safety
Section titled “Reimport Safety”Ase2UE uses stable generated names so repeated imports update the same assets.
This helps avoid duplicate assets such as:
SP_Player_0000SP_Player_0000_1SP_Player_0000_2Expected behavior:
- Import once.
- Edit and save the Aseprite file.
- Import again.
- Existing generated assets update in place.
Troubleshooting
Section titled “Troubleshooting”Aseprite executable was not found
Section titled “Aseprite executable was not found”Open:
Project Settings > Plugins > Ase2UESet Aseprite Executable Path to your local Aseprite.exe.
The file picker does not show .ase or .aseprite
Section titled “The file picker does not show .ase or .aseprite”Switch the picker to all files or paste the full file path.
Import destination is invalid
Section titled “Import destination is invalid”Use a folder under /Game.
Good:
/Game/Sprites/HeroNot good:
C:/Art/HeroSockets do not appear
Section titled “Sockets do not appear”Check:
Import Marker Layersis enabled.- The marker layer name starts with
SOCKET,HIT, orHURT. - The marker pixel is visible.
- The marker pixel is not transparent.
- The marker exists on the correct frame.
- You used a 1x1 marker for a point/socket.
- You used Grid mode if you need exact canvas placement.
Socket position looks offset
Section titled “Socket position looks offset”PaperSprite sockets are stored in pivot-space, not Aseprite canvas coordinates.
For an 80x80 sprite using Center Center pivot:
Aseprite pixel: 29, 40Pivot: 40, 40PaperSprite socket transform: X=-11, Y=0, Z=0That is expected.
Sockets are easier in Grid mode
Section titled “Sockets are easier in Grid mode”For socket marker workflows, use:
Sprite Extraction: GridGrid Cell Width: your canvas widthGrid Cell Height: your canvas heightIf your Aseprite canvas is 80x80, use:
Grid Cell Width: 80Grid Cell Height: 80Flipbooks were not created
Section titled “Flipbooks were not created”Check:
Create Flipbooks From Tagsis enabled.- The Aseprite file has frame tags.
- The tags have clear names such as
Idle,Run, orAttack.
The generated sprite texture includes marker pixels
Section titled “The generated sprite texture includes marker pixels”Marker layers with names starting with SOCKET, HIT, or HURT should be hidden from the main generated texture.
If marker pixels appear in the texture:
- Check the marker layer name.
- Make sure the marker layer was detected.
- Reimport after saving the Aseprite file.
Recommended Naming
Section titled “Recommended Naming”Use clear names that describe the animation or gameplay point.
Animation tags:
IdleRunAttackJumpFallSocket marker layers:
SOCKET_HandSOCKET_FootSOCKET_WeaponTipHIT_WeaponStartHIT_WeaponTipHURT_BodyWhat Ase2UE Does Not Do
Section titled “What Ase2UE Does Not Do”Ase2UE does not:
- Build a combat system.
- Apply damage.
- Spawn weapons.
- Create animation state machines.
- Import files at runtime.
- Replace Paper2D.
Ase2UE focuses on editor-side asset generation for Paper2D projects.
Support Checklist
Section titled “Support Checklist”When asking for help, include:
- Unreal Engine version.
- Aseprite version.
- Ase2UE version.
- Whether you used Grid or Auto extraction.
- Grid cell size if using Grid.
- A screenshot of the
Ase2 Sourcesettings. - A screenshot of marker layers in Aseprite.
- The import report text if there was a warning or error.