unreal.PaperTileLayer

class unreal.PaperTileLayer(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

This class represents a single layer in a tile map. All layers in the map must have the size dimensions.

C++ Source:

  • Plugin: Paper2D

  • Module: Paper2D

  • File: PaperTileLayer.h

Editor Properties: (see get_editor_property/set_editor_property)

  • collision_offset_override (float): [Read-Write] The override offset of the collision for this layer (when bOverrideCollisionOffset is set) Note: This is measured in Unreal Units (cm) from the center of the tile map component, not from the previous layer.

  • collision_thickness_override (float): [Read-Write] The override thickness of the collision for this layer (when bOverrideCollisionThickness is set)

  • hidden_in_editor (bool): [Read-Write] Is this layer currently hidden in the editor?

  • hidden_in_game (bool): [Read-Write] Should this layer be hidden in the game?

  • layer_collides (bool): [Read-Write] Should this layer generate collision? Note: This only has an effect if the owning tile map has collision enabled

  • layer_color (LinearColor): [Read-Write] The color of this layer (multiplied with the tile map color and passed to the material as a vertex color)

  • layer_height (int32): [Read-Write] Height of the layer (in tiles)

  • layer_name (Text): [Read-Write] Name of the layer

  • layer_width (int32): [Read-Write] Width of the layer (in tiles)

  • override_collision_offset (bool): [Read-Write] Should this layer use a custom offset for generated collision instead of the layer drawing offset?

  • override_collision_thickness (bool): [Read-Write] Should this layer use a custom thickness for generated collision instead of the thickness setting in the tile map?

property collision_offset_override: float

[Read-Only] The override offset of the collision for this layer (when bOverrideCollisionOffset is set) Note: This is measured in Unreal Units (cm) from the center of the tile map component, not from the previous layer.

Type:

(float)

property collision_thickness_override: float

[Read-Only] The override thickness of the collision for this layer (when bOverrideCollisionThickness is set)

Type:

(float)

property hidden_in_game: bool

[Read-Only] Should this layer be hidden in the game?

Type:

(bool)

property layer_collides: bool

[Read-Only] Should this layer generate collision? Note: This only has an effect if the owning tile map has collision enabled

Type:

(bool)

property layer_color: LinearColor

[Read-Only] The color of this layer (multiplied with the tile map color and passed to the material as a vertex color)

Type:

(LinearColor)

property layer_height: int

[Read-Only] Height of the layer (in tiles)

Type:

(int32)

property layer_name: Text

[Read-Only] Name of the layer

Type:

(Text)

property layer_width: int

[Read-Only] Width of the layer (in tiles)

Type:

(int32)

property override_collision_offset: bool

[Read-Only] Should this layer use a custom offset for generated collision instead of the layer drawing offset?

Type:

(bool)

property override_collision_thickness: bool

[Read-Only] Should this layer use a custom thickness for generated collision instead of the thickness setting in the tile map?

Type:

(bool)