Hitboxes, Hurtboxes & Sockets
Ase2UE can read special marker layers from Aseprite.
Marker layers are hidden from the main generated texture, exported separately, and used as gameplay helper points.
Supported Marker Layer Names
Section titled “Supported Marker Layer Names”Use layer names that start with:
SOCKETHITHURTExamples:
SOCKET_HandSOCKET_WeaponTipHIT_WeaponStartHIT_WeaponTipHURT_BodyCreate A Sprite Socket
Section titled “Create A Sprite Socket”- Create a new layer in Aseprite.
- Name it
SOCKET_Handor another supported name. - Place one visible 1x1 pixel where the socket should be.
- Save the file.
- Click Import Now in Unreal.
Ase2UE writes a matching socket onto the generated PaperSprite.
Does Marker Color Matter?
Section titled “Does Marker Color Matter?”No.
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 transparent.
- The marker exists on the correct 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, get both socket locations from the PaperSprite or PaperFlipbook component and use them as the trace start and trace end.
Grid Mode Is Best For Sockets
Section titled “Grid Mode Is Best For Sockets”For exact socket placement, use Grid mode and set the grid cell size to your Aseprite canvas size.
Example for an 80x80 canvas:
Sprite Extraction: GridGrid Cell Width: 80Grid Cell Height: 80Why Socket Coordinates Look Different
Section titled “Why Socket Coordinates Look Different”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.
Advanced Hitbox Data Asset
Section titled “Advanced Hitbox Data Asset”The default Ase2UE workflow is socket-first.
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 your project needs custom Blueprint logic that reads imported marker or slice data directly.