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Paper2D Plus

A character sprite pipeline for Unreal Engine's Paper2D. Purpose-built visual editors for flipbooks, per-frame hitboxes, sockets, root motion, and frame timing; frame-anchored Cues with authorable Cue Types; layered character appearance with runtime customization; Animation Map combo chains; sprite-sheet extraction and Aseprite (.ase) import with diff-based reimport; Character Catalog, Effect and Combat Profiles; and runtime debug visualization — instead of hand-editing data assets.

Supported engines: UE 5.0 – 5.8. Every release is built against all nine.


Screenshots

Animations tool — grouped flipbook browser with Grid/List/Map views

Animation Map — a node graph over move transitions and combo chains

Frame Cues tool — Cue tracks and inline curves on one frame axis

Character Layer authoring workspace — Structure dock and composited preview

Layer Appearance workspace — presets and exclusive groups

What it gives you

  • Character Profile — one asset owning a character's animations, per-frame attack/hurt boxes, sockets, root motion, frame timing, curves, gameplay tags, and transitions. Each logical animation may also own a partial 3–16-slot multidirectional art set while keeping one base identity. The six-tool workspace (Animations, Hitbox, Sprite, Frame Timing, Frame Cues, Root Motion) shares one radial direction preview and authoring control.
  • Animation Map — a node graph over your transitions. Author combo chains visually with Chain Start / Chain End markers, then query them from Blueprint by flipbook or by exact tags.
  • Frame Cues — frame-anchored notifies with deterministic Cue and Cue State lifecycles and per-placement Frame Start / Frame End trigger edges. A Cue Type you author carries reflected payload and its own behavior (On Cue Triggered, or On Cue Begin / Update / End), which runs immediately before the listener broadcast; your receivers still own persistent state and every release. One built-in cue ships — Spawn Flipbook Cue, a one-shot effect with an offset you drag directly in the preview viewport — and every other cue is one you author, inside a deliberately narrow, cook-safe, network-aware envelope.
  • Character Layers — layered art with stable layer IDs, exclusive groups, appearance presets, and two delivery modes: Fixed / Baked (compiles to ordinary flipbooks) or Runtime Customizable (swap skins, wearables, and cosmetic effects at runtime).
  • Sprite tooling — sprite-sheet extraction with uniform-bounds detection, bulk multi-texture extraction, cross-sheet alignment, Aseprite (.ase) import and diff-based reimport, de-bake, and an Aseprite-style pixel draw tool for editing flipbook frames in place.
  • Character Catalog, Effect Profile, Combat Profile — a project-wide character roster, a reusable visual-effect library, and an advisory utility-scoring layer for AI attack selection.
  • Optional multiplayer — opt-in, intent-based appearance replication. Single-player is the default and costs nothing.

Runtime debug visualization is available through console variables (Paper2DPlus.ShowHitboxes 1, Paper2DPlus.ShowFrameData 1) in PIE and development builds.

Install

From Fab (recommended) — install through the Epic Games Launcher, then enable Paper2D Plus in Edit → Plugins.

From source — clone into your project's Plugins/ directory:

YourProject/
  YourProject.uproject
  Plugins/
    Paper2DPlus/

Then right-click the .uprojectGenerate Visual Studio project files, and build. A C++ project is required to compile from source; Blueprint-only projects should use the Fab build.

Clone the whole repository. Config/ carries the CoreRedirects that keep assets authored in earlier versions loading, and Shaders/ carries the global shaders the optional hybrid appearance compositor needs. A partial copy of Source/ alone will load but will silently break redirects and composite rendering.

Dependencies

Enabled automatically via the .uplugin: Paper2D, GameplayTagsEditor, DataValidation.

PaperZD is optional and detected at build time. With it installed you get sequence authoring and flipbook→sequence resolution; without it the plugin compiles and runs with those paths disabled. Paper2D Plus never takes ownership of playback decisions from PaperZD.

Modules

Module Type Purpose
Paper2DPlus Runtime Cooked character/profile data, Frame Cue dispatch, layer composition, appearance, catalog, effects, combat scoring, collision and root-motion helpers.
Paper2DPlusBlueprintNodes UncookedOnly Custom K2 nodes that expand to cooked runtime calls, so game Blueprints carry no editor-module dependency.
Paper2DPlusEditor Editor Every authoring surface: profile/layer/catalog/effect/combat editors, extraction and import pipelines, validation, and bake tooling.

Documentation

Start with the Designer Guide.

Guide Covers
Designer Guide The overall workflow and vocabulary.
Multidirectional Animations Direction sets, the radial editor, Blueprint resolution, and the PaperZD boundary.
Frame Cues Authoring Cue Types, their behavior, and writing receivers.
Layer Authoring Layers, presets, exclusive groups, baking.
Runtime Appearance Runtime-customizable characters, hybrid rendering, crowd budgets.
Character Catalog Project-wide roster, groups, companions.
Effect Profile The visual effect library.
Combat Profile Advisory attack scoring.
Paper2DPlus and PaperZD Where the boundary sits.
Authority Contract Per-API authority rules for networked projects.
Testing and Release Verification The automation suite and the nine-engine release gate ladder, with recorded results.

Contributors should read ONBOARDING.md for the architecture map and conventions.

Validation

The plugin ships a validation pass that reports missing hitboxes, dangling transition targets, duplicate tags, broken layer references, and cook-safety problems. Run it per asset from the editor (Asset → Validate Character Profile…), across the Content Browser, through Unreal's Data Validation, or headlessly via the Paper2DPlusValidate commandlet, which emits a machine-readable JSON report.

How the plugin itself is verified — the automation suite and the release gate ladder run against all nine engines before every release — is documented in Testing and Release Verification.

Versioning

Semantic versioning. See CHANGELOG.md for what each release contains and RELEASING.md for the rules that decide the version number.

Upgrading across a major version can require opening and resaving assets on the previous version first — the changelog entry for that release always says so explicitly.

EngineVersion in the .uplugin pins a single engine because Fab requires one build per engine version. It is not the supported range; the supported range is UE 5.0–5.8, stated above.

License

MIT — see LICENSE. You may use, modify, and redistribute this source, including commercially, provided the copyright notice is retained.

Support

Built by Infinite Gameworks.

About

Character sprite pipeline for UE 5.0-5.8 Paper2D: visual editors for flipbooks, hitboxes, sockets, root motion, frame timing; frame-anchored Cues with Cue Types; layered appearance with runtime customization; directional animation sets; Animation Map combo chains; Aseprite .ase batch import; Character Catalog, Effect and Combat Profiles.

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