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Class PaperTileMapComponent

A component that handles rendering and collision for a single instance of a UPaperTileMap asset.

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
PrimitiveComponent
MeshComponent
PaperTileMapComponent
Inherited Members
MeshComponent.GetMaterialIndex(Name)
MeshComponent.GetMaterials()
MeshComponent.GetMaterialSlotNames()
MeshComponent.IsMaterialSlotNameValid(Name)
MeshComponent.PrestreamTextures(Single, Boolean, Int32)
MeshComponent.SetScalarParameterValueOnMaterials(Name, Single)
MeshComponent.SetVectorParameterValueOnMaterials(Name, Vector)
MeshComponent.OverrideMaterials
PrimitiveComponent.AddAngularImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddAngularImpulseInRadians(Vector, Name, Boolean)
PrimitiveComponent.AddForce(Vector, Name, Boolean)
PrimitiveComponent.AddForceAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddForceAtLocationLocal(Vector, Vector, Name)
PrimitiveComponent.AddImpulse(Vector, Name, Boolean)
PrimitiveComponent.AddImpulseAtLocation(Vector, Vector, Name)
PrimitiveComponent.AddRadialForce(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddRadialImpulse(Vector, Single, Single, Byte, Boolean)
PrimitiveComponent.AddTorque(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInDegrees(Vector, Name, Boolean)
PrimitiveComponent.AddTorqueInRadians(Vector, Name, Boolean)
PrimitiveComponent.CanCharacterStepUp(Pawn)
PrimitiveComponent.ClearMoveIgnoreActors()
PrimitiveComponent.ClearMoveIgnoreComponents()
PrimitiveComponent.CopyArrayOfMoveIgnoreActors()
PrimitiveComponent.CopyArrayOfMoveIgnoreComponents()
PrimitiveComponent.CreateAndSetMaterialInstanceDynamic(Int32)
PrimitiveComponent.CreateAndSetMaterialInstanceDynamicFromMaterial(Int32, MaterialInterface)
PrimitiveComponent.CreateDynamicMaterialInstance(Int32, MaterialInterface, Name)
PrimitiveComponent.GetAngularDamping()
PrimitiveComponent.GetCenterOfMass(Name)
PrimitiveComponent.GetClosestPointOnCollision(Vector, Name)
PrimitiveComponent.GetCollisionEnabled()
PrimitiveComponent.GetCollisionObjectType()
PrimitiveComponent.GetCollisionProfileName()
PrimitiveComponent.GetCollisionResponseToChannel(Byte)
PrimitiveComponent.GetGenerateOverlapEvents()
PrimitiveComponent.GetInertiaTensor(Name)
PrimitiveComponent.GetLinearDamping()
PrimitiveComponent.GetMass()
PrimitiveComponent.GetMassScale(Name)
PrimitiveComponent.GetMaterial(Int32)
PrimitiveComponent.GetMaterialFromCollisionFaceIndex(Int32)
PrimitiveComponent.GetNumMaterials()
PrimitiveComponent.GetOverlappingActors(SubclassOf<Actor>)
PrimitiveComponent.GetOverlappingComponents()
PrimitiveComponent.GetPhysicsAngularVelocity(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInDegrees(Name)
PrimitiveComponent.GetPhysicsAngularVelocityInRadians(Name)
PrimitiveComponent.GetPhysicsLinearVelocity(Name)
PrimitiveComponent.GetPhysicsLinearVelocityAtPoint(Vector, Name)
PrimitiveComponent.GetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.IgnoreActorWhenMoving(Actor, Boolean)
PrimitiveComponent.IgnoreComponentWhenMoving(PrimitiveComponent, Boolean)
PrimitiveComponent.IsAnyRigidBodyAwake()
PrimitiveComponent.IsGravityEnabled()
PrimitiveComponent.IsOverlappingActor(Actor)
PrimitiveComponent.IsOverlappingComponent(PrimitiveComponent)
PrimitiveComponent.K2_BoxOverlapComponent(Vector, Box, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_IsCollisionEnabled()
PrimitiveComponent.K2_IsPhysicsCollisionEnabled()
PrimitiveComponent.K2_IsQueryCollisionEnabled()
PrimitiveComponent.K2_LineTraceComponent(Vector, Vector, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereOverlapComponent(Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.K2_SphereTraceComponent(Vector, Vector, Single, Boolean, Boolean, Boolean)
PrimitiveComponent.PutRigidBodyToSleep(Name)
PrimitiveComponent.ScaleByMomentOfInertia(Vector, Name)
PrimitiveComponent.SetAllMassScale(Single)
PrimitiveComponent.SetAllPhysicsAngularVelocity(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInDegrees(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsAngularVelocityInRadians(Vector, Boolean)
PrimitiveComponent.SetAllPhysicsLinearVelocity(Vector, Boolean)
PrimitiveComponent.SetAllUseCCD(Boolean)
PrimitiveComponent.SetAngularDamping(Single)
PrimitiveComponent.SetBoundsScale(Single)
PrimitiveComponent.SetCastShadow(Boolean)
PrimitiveComponent.SetCenterOfMass(Vector, Name)
PrimitiveComponent.SetCollisionEnabled(Byte)
PrimitiveComponent.SetCollisionObjectType(Byte)
PrimitiveComponent.SetCollisionProfileName(Name)
PrimitiveComponent.SetCollisionResponseToAllChannels(Byte)
PrimitiveComponent.SetCollisionResponseToChannel(Byte, Byte)
PrimitiveComponent.SetConstraintMode(Byte)
PrimitiveComponent.SetCullDistance(Single)
PrimitiveComponent.SetCustomDepthStencilValue(Int32)
PrimitiveComponent.SetCustomDepthStencilWriteMask(ERendererStencilMask)
PrimitiveComponent.SetEnableGravity(Boolean)
PrimitiveComponent.SetGenerateOverlapEvents(Boolean)
PrimitiveComponent.SetLinearDamping(Single)
PrimitiveComponent.SetLockedAxis(Byte)
PrimitiveComponent.SetMassOverrideInKg(Name, Single, Boolean)
PrimitiveComponent.SetMassScale(Name, Single)
PrimitiveComponent.SetMaterial(Int32, MaterialInterface)
PrimitiveComponent.SetMaterialByName(Name, MaterialInterface)
PrimitiveComponent.SetNotifyRigidBodyCollision(Boolean)
PrimitiveComponent.SetOnlyOwnerSee(Boolean)
PrimitiveComponent.SetOwnerNoSee(Boolean)
PrimitiveComponent.SetPhysicsAngularVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInDegrees(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsAngularVelocityInRadians(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsLinearVelocity(Vector, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocity(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInDegrees(Single, Boolean, Name)
PrimitiveComponent.SetPhysicsMaxAngularVelocityInRadians(Single, Boolean, Name)
PrimitiveComponent.SetPhysMaterialOverride(PhysicalMaterial)
PrimitiveComponent.SetReceivesDecals(Boolean)
PrimitiveComponent.SetRenderCustomDepth(Boolean)
PrimitiveComponent.SetRenderInMainPass(Boolean)
PrimitiveComponent.SetRenderInMono(Boolean)
PrimitiveComponent.SetSimulatePhysics(Boolean)
PrimitiveComponent.SetSingleSampleShadowFromStationaryLights(Boolean)
PrimitiveComponent.SetTranslucentSortPriority(Int32)
PrimitiveComponent.SetUseCCD(Boolean, Name)
PrimitiveComponent.SetWalkableSlopeOverride(WalkableSlopeOverride)
PrimitiveComponent.WakeAllRigidBodies()
PrimitiveComponent.WakeRigidBody(Name)
PrimitiveComponent.MinDrawDistance
PrimitiveComponent.LDMaxDrawDistance
PrimitiveComponent.CachedMaxDrawDistance
PrimitiveComponent.DepthPriorityGroup
PrimitiveComponent.ViewOwnerDepthPriorityGroup
PrimitiveComponent.IndirectLightingCacheQuality
PrimitiveComponent.bEnableAutoLODGeneration
PrimitiveComponent.bUseMaxLODAsImposter
PrimitiveComponent.bNeverDistanceCull
PrimitiveComponent.bAlwaysCreatePhysicsState
PrimitiveComponent.bGenerateOverlapEvents
PrimitiveComponent.bMultiBodyOverlap
PrimitiveComponent.bCheckAsyncSceneOnMove
PrimitiveComponent.bTraceComplexOnMove
PrimitiveComponent.bReturnMaterialOnMove
PrimitiveComponent.bUseViewOwnerDepthPriorityGroup
PrimitiveComponent.bAllowCullDistanceVolume
PrimitiveComponent.bHasMotionBlurVelocityMeshes
PrimitiveComponent.bVisibleInReflectionCaptures
PrimitiveComponent.bRenderInMainPass
PrimitiveComponent.bRenderInMono
PrimitiveComponent.bReceivesDecals
PrimitiveComponent.bOwnerNoSee
PrimitiveComponent.bOnlyOwnerSee
PrimitiveComponent.bTreatAsBackgroundForOcclusion
PrimitiveComponent.bUseAsOccluder
PrimitiveComponent.bSelectable
PrimitiveComponent.bForceMipStreaming
PrimitiveComponent.bHasPerInstanceHitProxies
PrimitiveComponent.CastShadow
PrimitiveComponent.bAffectDynamicIndirectLighting
PrimitiveComponent.bAffectDistanceFieldLighting
PrimitiveComponent.bCastDynamicShadow
PrimitiveComponent.bCastStaticShadow
PrimitiveComponent.bCastVolumetricTranslucentShadow
PrimitiveComponent.bSelfShadowOnly
PrimitiveComponent.bCastFarShadow
PrimitiveComponent.bCastInsetShadow
PrimitiveComponent.bCastCinematicShadow
PrimitiveComponent.bCastHiddenShadow
PrimitiveComponent.bCastShadowAsTwoSided
PrimitiveComponent.bLightAttachmentsAsGroup
PrimitiveComponent.bReceiveMobileCSMShadows
PrimitiveComponent.bSingleSampleShadowFromStationaryLights
PrimitiveComponent.bIgnoreRadialImpulse
PrimitiveComponent.bIgnoreRadialForce
PrimitiveComponent.bApplyImpulseOnDamage
PrimitiveComponent.bReplicatePhysicsToAutonomousProxy
PrimitiveComponent.AlwaysLoadOnClient
PrimitiveComponent.AlwaysLoadOnServer
PrimitiveComponent.bUseEditorCompositing
PrimitiveComponent.bRenderCustomDepth
PrimitiveComponent.bHasCustomNavigableGeometry
PrimitiveComponent.CanCharacterStepUpOn
PrimitiveComponent.LightingChannels
PrimitiveComponent.CustomDepthStencilValue
PrimitiveComponent.TranslucencySortPriority
PrimitiveComponent.VisibilityId
PrimitiveComponent.LpvBiasMultiplier
PrimitiveComponent.BoundsScale
PrimitiveComponent.LastSubmitTime
PrimitiveComponent.LastRenderTime
PrimitiveComponent.LastRenderTimeOnScreen
PrimitiveComponent.MoveIgnoreActors
PrimitiveComponent.MoveIgnoreComponents
PrimitiveComponent.BodyInstance
PrimitiveComponent.LODParentPrimitive
PrimitiveComponent.PostPhysicsComponentTick
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Paper2D
Assembly: UE4DotNet.dll
Syntax
public class PaperTileMapComponent : MeshComponent
Remarks

This component is created when you drag a tile map asset from the content browser into a Blueprint, or contained inside of the actor created when you drag one into the level.

NOTE: This is an early access preview class. While not considered production-ready, it is a step beyond 'experimental' and is being provided as a preview of things to come:

  • We will try to provide forward-compatibility for content you create.
  • The classes may change significantly in the future.
  • The code is in an early state and may not meet the desired polish / quality bar.
  • There is probably no documentation or example content yet.
  • They will be promoted out of 'Early Access' when they are production ready.

@see UPrimitiveComponent, UPaperTileMap

Properties

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bShowOutlineWhenUnselected

Declaration
public bool bShowOutlineWhenUnselected { get; set; }
Property Value
Type Description
System.Boolean
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bShowPerLayerGridWhenSelected

Declaration
public bool bShowPerLayerGridWhenSelected { get; set; }
Property Value
Type Description
System.Boolean
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bShowPerLayerGridWhenUnselected

Declaration
public bool bShowPerLayerGridWhenUnselected { get; set; }
Property Value
Type Description
System.Boolean
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bShowPerTileGridWhenSelected

Declaration
public bool bShowPerTileGridWhenSelected { get; set; }
Property Value
Type Description
System.Boolean
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bShowPerTileGridWhenUnselected

Declaration
public bool bShowPerTileGridWhenUnselected { get; set; }
Property Value
Type Description
System.Boolean
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bUseSingleLayer

Declaration
public bool bUseSingleLayer { get; set; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static PaperTileMapComponent DefaultObject { get; }
Property Value
Type Description
PaperTileMapComponent
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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TileMap

The tile map used by this component

Declaration
public PaperTileMap TileMap { get; }
Property Value
Type Description
PaperTileMap
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TileMapColor

The color of the tile map (multiplied with the per-layer color and passed to the material as a vertex color)

Declaration
public LinearColor TileMapColor { get; set; }
Property Value
Type Description
LinearColor
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UseSingleLayerIndex

The index of the single layer to use if enabled

Declaration
public int UseSingleLayerIndex { get; set; }
Property Value
Type Description
System.Int32

Methods

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AddNewLayer()

Creates and adds a new layer to the tile map

Declaration
public PaperTileLayer AddNewLayer()
Returns
Type Description
PaperTileLayer
Remarks

Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets

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CreateNewTileMap(Int32, Int32, Int32, Int32, Single, Boolean)

Creates a new tile map of the specified size, replacing the TileMap reference (or dropping the previous owned one) @

Declaration
public void CreateNewTileMap(int MapWidth, int MapHeight, int TileWidth, int TileHeight, float PixelsPerUnrealUnit, bool bCreateLayer)
Parameters
Type Name Description
System.Int32 MapWidth
System.Int32 MapHeight
System.Int32 TileWidth
System.Int32 TileHeight
System.Single PixelsPerUnrealUnit
System.Boolean bCreateLayer
Remarks

param MapWidth Width of the map (in tiles) @param MapHeight Height of the map (in tiles) @param TileWidth Width of one tile (in pixels) @param TileHeight Height of one tile (in pixels) @param bCreateLayer Should an empty layer be created?

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GetLayerColor(Int32)

Gets the per-layer color multiplier for a specific layer (multiplied with the tile map color and passed to the material as a vertex color)

Declaration
public LinearColor GetLayerColor(int Layer)
Parameters
Type Name Description
System.Int32 Layer
Returns
Type Description
LinearColor
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GetMapSize()

Returns the size of the tile map

Declaration
public (int, int, int) GetMapSize()
Returns
Type Description
System.ValueTuple<System.Int32, System.Int32, System.Int32>
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GetTile(Int32, Int32, Int32)

Returns the contents of a specified tile cell

Declaration
public PaperTileInfo GetTile(int X, int Y, int Layer)
Parameters
Type Name Description
System.Int32 X
System.Int32 Y
System.Int32 Layer
Returns
Type Description
PaperTileInfo
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GetTileCenterPosition(Int32, Int32, Int32, Boolean)

Returns the position of the center of the specified tile

Declaration
public Vector GetTileCenterPosition(int TileX, int TileY, int LayerIndex, bool bWorldSpace)
Parameters
Type Name Description
System.Int32 TileX
System.Int32 TileY
System.Int32 LayerIndex
System.Boolean bWorldSpace
Returns
Type Description
Vector
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GetTileCornerPosition(Int32, Int32, Int32, Boolean)

Returns the position of the top left corner of the specified tile

Declaration
public Vector GetTileCornerPosition(int TileX, int TileY, int LayerIndex, bool bWorldSpace)
Parameters
Type Name Description
System.Int32 TileX
System.Int32 TileY
System.Int32 LayerIndex
System.Boolean bWorldSpace
Returns
Type Description
Vector
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GetTileMapColor()

Gets the tile map global color multiplier (multiplied with the per-layer color and passed to the material as a vertex color)

Declaration
public LinearColor GetTileMapColor()
Returns
Type Description
LinearColor
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GetTilePolygon(Int32, Int32, Int32, Boolean)

Returns the polygon for the specified tile (will be 4 or 6 vertices as a rectangle, diamond, or hexagon)

Declaration
public IReadOnlyCollection<Vector> GetTilePolygon(int TileX, int TileY, int LayerIndex, bool bWorldSpace)
Parameters
Type Name Description
System.Int32 TileX
System.Int32 TileY
System.Int32 LayerIndex
System.Boolean bWorldSpace
Returns
Type Description
System.Collections.Generic.IReadOnlyCollection<Vector>
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MakeTileMapEditable()

Makes the tile map asset pointed to by this component editable.

Declaration
public void MakeTileMapEditable()
Remarks

Nothing happens if it was already instanced, but if the tile map is an asset reference, it is cloned to make a unique instance.

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New(UObject, Name)

Spawn an object of this class

Declaration
public static PaperTileMapComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
PaperTileMapComponent
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OwnsTileMap()

Does this component own the tile map (is it instanced instead of being an asset reference)?

Declaration
public bool OwnsTileMap()
Returns
Type Description
System.Boolean
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RebuildCollision()

Rebuilds collision for the tile map

Declaration
public void RebuildCollision()
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ResizeMap(Int32, Int32)

Resizes the tile map (Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets)

Declaration
public void ResizeMap(int NewWidthInTiles, int NewHeightInTiles)
Parameters
Type Name Description
System.Int32 NewWidthInTiles
System.Int32 NewHeightInTiles
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SetDefaultCollisionThickness(Single, Boolean)

Sets the default thickness for any layers that don't override the collision thickness

Declaration
public void SetDefaultCollisionThickness(float Thickness, bool bRebuildCollision)
Parameters
Type Name Description
System.Single Thickness
System.Boolean bRebuildCollision
Remarks

Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets

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SetLayerCollision(Int32, Boolean, Boolean, Single, Boolean, Single, Boolean)

Sets the collision thickness for a specific layer

Declaration
public void SetLayerCollision(int Layer, bool bHasCollision, bool bOverrideThickness, float CustomThickness, bool bOverrideOffset, float CustomOffset, bool bRebuildCollision)
Parameters
Type Name Description
System.Int32 Layer
System.Boolean bHasCollision
System.Boolean bOverrideThickness
System.Single CustomThickness
System.Boolean bOverrideOffset
System.Single CustomOffset
System.Boolean bRebuildCollision
Remarks

Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets

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SetLayerColor(LinearColor, Int32)

Sets the per-layer color multiplier for a specific layer (multiplied with the tile map color and passed to the material as a vertex color)

Declaration
public void SetLayerColor(LinearColor NewColor, int Layer)
Parameters
Type Name Description
LinearColor NewColor
System.Int32 Layer
Remarks

Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets

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SetTile(Int32, Int32, Int32, PaperTileInfo)

Modifies the contents of a specified tile cell (Note: This will only work on components that own their own tile map (OwnsTileMap returns true), you cannot modify standalone tile map assets)

Declaration
public void SetTile(int X, int Y, int Layer, PaperTileInfo NewValue)
Parameters
Type Name Description
System.Int32 X
System.Int32 Y
System.Int32 Layer
PaperTileInfo NewValue
Remarks

Note: Does not update collision by default, call RebuildCollision after all edits have been done in a frame if necessary

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SetTileMap(PaperTileMap)

Change the PaperTileMap used by this instance.

Declaration
public bool SetTileMap(PaperTileMap NewTileMap)
Parameters
Type Name Description
PaperTileMap NewTileMap
Returns
Type Description
System.Boolean
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SetTileMapColor(LinearColor)

Sets the tile map global color multiplier (multiplied with the per-layer color and passed to the material as a vertex color)

Declaration
public void SetTileMapColor(LinearColor NewColor)
Parameters
Type Name Description
LinearColor NewColor

Operators

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Implicit(IntPtr to PaperTileMapComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator PaperTileMapComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
PaperTileMapComponent
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