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Class PaperImporterSettings

Implements the settings for imported Paper2D assets, such as sprite sheet textures.

Inheritance
System.Object
UObject
PaperImporterSettings
Inherited Members
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.Paper2DEditor
Assembly: UE4DotNet.dll
Syntax
public class PaperImporterSettings : UObject

Properties

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bAnalysisCanUseOpaque

Declaration
public bool bAnalysisCanUseOpaque { get; set; }
Property Value
Type Description
System.Boolean
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bOverrideTextureCompression

Declaration
public bool bOverrideTextureCompression { get; set; }
Property Value
Type Description
System.Boolean
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bPickBestMaterialWhenCreatingSprites

Declaration
public bool bPickBestMaterialWhenCreatingSprites { get; set; }
Property Value
Type Description
System.Boolean
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bPickBestMaterialWhenCreatingTileMaps

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

Get UE4 Default Object for this Class

Declaration
public static PaperImporterSettings DefaultObject { get; }
Property Value
Type Description
PaperImporterSettings
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DefaultPixelsPerUnrealUnit

The default scaling factor between pixels and Unreal units (cm) to use for newly created sprite assets (e.g., 0.64 would make a 64 pixel wide sprite take up 100 cm)

Declaration
public float DefaultPixelsPerUnrealUnit { get; set; }
Property Value
Type Description
System.Single
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DefaultSpriteTextureCompression

Compression settings to use when building the texture.

Declaration
public byte DefaultSpriteTextureCompression { get; set; }
Property Value
Type Description
System.Byte
Remarks

The default texture group for imported sprite textures, tile sheets, etc... (typically set to UI for 'modern 2D' or 2D pixels for 'retro 2D')

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DefaultSpriteTextureGroup

The default texture group for imported sprite textures, tile sheets, etc... (typically set to UI for 'modern 2D' or 2D pixels for 'retro 2D')

Declaration
public byte DefaultSpriteTextureGroup { get; set; }
Property Value
Type Description
System.Byte
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LitDefaultMaskedMaterialName

The lit default masked material for newly created sprites (masked means binary opacity: things are either opaque or see-thru, with nothing in between)

Declaration
public SoftObjectPath LitDefaultMaskedMaterialName { get; set; }
Property Value
Type Description
SoftObjectPath
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LitDefaultOpaqueMaterialName

The lit default opaque material for newly created sprites

Declaration
public SoftObjectPath LitDefaultOpaqueMaterialName { get; set; }
Property Value
Type Description
SoftObjectPath
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LitDefaultTranslucentMaterialName

The lit default translucent material for newly created sprites (translucent means smooth opacity which can vary continuously from 0..1, but translucent rendering is more expensive that opaque or masked rendering and has different sorting rules)

Declaration
public SoftObjectPath LitDefaultTranslucentMaterialName { get; set; }
Property Value
Type Description
SoftObjectPath
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StaticClass

Get UE4 Class

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

The unlit default masked material for newly created sprites (masked means binary opacity: things are either opaque or see-thru, with nothing in between)

Declaration
public SoftObjectPath UnlitDefaultMaskedMaterialName { get; set; }
Property Value
Type Description
SoftObjectPath
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UnlitDefaultOpaqueMaterialName

The unlit default opaque material for newly created sprites

Declaration
public SoftObjectPath UnlitDefaultOpaqueMaterialName { get; set; }
Property Value
Type Description
SoftObjectPath
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UnlitDefaultTranslucentMaterialName

The unlit default translucent material for newly created sprites (translucent means smooth opacity which can vary continuously from 0..1, but translucent rendering is more expensive that opaque or masked rendering and has different sorting rules)

Declaration
public SoftObjectPath UnlitDefaultTranslucentMaterialName { get; set; }
Property Value
Type Description
SoftObjectPath

Methods

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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to PaperImporterSettings)

Convert from IntPtr to UObject

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