Skip to content

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.

Aseprite, Unreal Engine, UE5, Paper2D, PaperSprite, PaperFlipbook, 2D game, pixel art, sprite import, spritesheet, sockets, marker layers, hit boxes, hurt boxes, reimport, editor plugin.

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.

  • Unreal Engine 5 project.
  • Paper2D plugin enabled.
  • Aseprite installed on the same machine.
  • A saved .ase or .aseprite file.
  1. Enable the Ase2UE plugin.
  2. Restart Unreal if prompted.
  3. Enable Paper2D if it is not already enabled.
  4. Open Project Settings > Plugins > Ase2UE.
  5. Set Aseprite Executable Path if Ase2UE does not find Aseprite automatically.
  6. In the Content Browser, create an Ase2 Source asset.
  7. Open the Ase2 Source asset.
  8. Set Aseprite File to your .ase or .aseprite file.
  9. Set Import Destination to a folder under /Game.
  10. Choose your sprite settings.
  11. Click Import Now.

Common Windows Aseprite paths:

C:/Program Files/Aseprite/Aseprite.exe
C:/Program Files (x86)/Steam/steamapps/common/Aseprite/Aseprite.exe
Aseprite file
-> Ase2 Source asset
-> Import Now
-> generated texture, sprites, flipbooks, and sockets

After the first import, the normal workflow is:

  1. Edit the art in Aseprite.
  2. Save the file.
  3. Go back to Unreal.
  4. Click Import Now.

Ase2UE updates the existing generated assets in place.

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_Hitboxes

The Data folder only appears when advanced hitbox data generation is enabled.

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.

The Unreal content folder where generated assets are created.

Use a folder under /Game, for example:

/Game/Sprites/Hero

The PaperSprite pivot mode applied to generated sprites.

Useful defaults:

  • Center Center for characters that rotate or flip around the middle.
  • Bottom Center for grounded characters.

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.

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: Grid
Grid Cell Width: 80
Grid Cell Height: 80

For sockets, set the grid cell width and height to the Aseprite canvas size.

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.

Ase2UE can create PaperFlipbooks from Aseprite frame tags.

Example Aseprite tags:

Idle
Run
Attack
Jump

Each tag becomes a flipbook:

FB_Player_Idle
FB_Player_Run
FB_Player_Attack
FB_Player_Jump

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.

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.

To create a PaperSprite socket:

  1. Create a new layer in Aseprite.
  2. Name it with a supported prefix.
  3. Place one visible 1x1 pixel where the socket should be.
  4. Save the file.
  5. Click Import Now in Unreal.

Supported layer names:

SOCKET_Hand
SOCKET_WeaponTip
HIT_WeaponStart
HIT_WeaponTip
HURT_Body

Ase2UE writes matching sockets onto the generated PaperSprites.

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, or HURT.
  • 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.

For a melee weapon trace, create two 1x1 marker layers:

HIT_WeaponStart
HIT_WeaponTip

After 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.

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 Asset

This creates a data asset named like:

DA_Player_Hitboxes

Use this only if you need custom Blueprint logic that reads imported marker or slice data directly.

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.

Ase2UE uses stable generated names so repeated imports update the same assets.

This helps avoid duplicate assets such as:

SP_Player_0000
SP_Player_0000_1
SP_Player_0000_2

Expected behavior:

  1. Import once.
  2. Edit and save the Aseprite file.
  3. Import again.
  4. Existing generated assets update in place.

Open:

Project Settings > Plugins > Ase2UE

Set 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.

Use a folder under /Game.

Good:

/Game/Sprites/Hero

Not good:

C:/Art/Hero

Check:

  • Import Marker Layers is enabled.
  • The marker layer name starts with SOCKET, HIT, or HURT.
  • 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.

PaperSprite sockets are stored in pivot-space, not Aseprite canvas coordinates.

For an 80x80 sprite using Center Center pivot:

Aseprite pixel: 29, 40
Pivot: 40, 40
PaperSprite socket transform: X=-11, Y=0, Z=0

That is expected.

For socket marker workflows, use:

Sprite Extraction: Grid
Grid Cell Width: your canvas width
Grid Cell Height: your canvas height

If your Aseprite canvas is 80x80, use:

Grid Cell Width: 80
Grid Cell Height: 80

Check:

  • Create Flipbooks From Tags is enabled.
  • The Aseprite file has frame tags.
  • The tags have clear names such as Idle, Run, or Attack.

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.

Use clear names that describe the animation or gameplay point.

Animation tags:

Idle
Run
Attack
Jump
Fall

Socket marker layers:

SOCKET_Hand
SOCKET_Foot
SOCKET_WeaponTip
HIT_WeaponStart
HIT_WeaponTip
HURT_Body

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.

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 Source settings.
  • A screenshot of marker layers in Aseprite.
  • The import report text if there was a warning or error.