Skip to content

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.

Use layer names that start with:

SOCKET
HIT
HURT

Examples:

SOCKET_Hand
SOCKET_WeaponTip
HIT_WeaponStart
HIT_WeaponTip
HURT_Body
  1. Create a new layer in Aseprite.
  2. Name it SOCKET_Hand or another supported name.
  3. Place one visible 1x1 pixel where the socket should be.
  4. Save the file.
  5. Click Import Now in Unreal.

Ase2UE writes a matching socket onto the generated PaperSprite.

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, or HURT.
  • 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.

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

HIT_WeaponStart
HIT_WeaponTip

After import, get both socket locations from the PaperSprite or PaperFlipbook component and use them as the trace start and trace end.

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

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.

The default Ase2UE workflow is socket-first.

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 your project needs custom Blueprint logic that reads imported marker or slice data directly.