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Importing

This page explains the main import settings on an Ase2 Source asset.

The .ase or .aseprite file to import.

If the 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.

Good:

/Game/Sprites/Hero

Not good:

C:/Art/Hero

Grid mode cuts the generated spritesheet into fixed-size cells.

Use Grid when:

  • Every frame has the same canvas size.
  • You want predictable sprite bounds.
  • You are importing marker layers for sockets.

Example:

Sprite Extraction: Grid
Grid Cell Width: 80
Grid Cell Height: 80

For socket marker workflows, set the grid cell size to match your Aseprite canvas size.

Auto mode reads frame rectangles from Aseprite’s exported JSON.

Use Auto when:

  • 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 socket positions look wrong in Auto mode, switch to Grid mode.

The PaperSprite pivot applied to every generated sprite.

Common choices:

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

The material applied to generated sprites.

The default uses Paper2D’s masked lit sprite material. You can change it to an unlit Paper2D material if your project does not use sprite lighting.

If Create Flipbooks From Tags is enabled, Ase2UE creates one PaperFlipbook for each Aseprite tag.

Example:

Idle -> FB_Player_Idle
Run -> FB_Player_Run
Attack -> FB_Player_Attack

When enabled, Ase2UE uses the frame timing from Aseprite.

When disabled, Ase2UE uses the Flipbook Frames Per Second value on the Ase2 Source asset.

After import, Ase2UE shows a report with:

  • What was done for successful actions.
  • Notes for helpful information that is not a problem.
  • Warnings only for things that need attention.