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Plugin Settings
You can configure some aspects of the plugin to adjust it better to your needs. The configuration can be found in Edit > Project Settings > Plugins > Tiled Integration. Here are the options that you can configure:
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Save File Path: Where the plugin save file will be located relative to your project directory. By default it will be located in the root folder of your project. Note: If you change the location in the settings you must also manually change the file location accordingly and restart the engine.
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Tile Map Class: The C++ class that will be used when importing a Tile Map asset. If you want to use your own class it must inherit from
UTITileMap
. Note: Changing this after importing assets is not supported, please remove all imported assets before changing it and reimport them afterwards. -
Tile Map Actor Class: The C++ class that will be used when instancing a Tile Map asset into a level. If you want to use your own class it must inherit from
UTITileMapActor
. Note: Changing this after importing assets is not supported, please remove all imported assets before changing it and reimport them afterwards. -
Tile Set Class: The C++ class that will be used when importing a Tile Set asset. If you want to use your own class it must inherit from
UTITileSet
. Note: Changing this after importing assets is not supported, please remove all imported assets before changing it and reimport them afterwards. -
Tile Layer Class: The C++ class that will be used when importing a Tile Layer from a Tile Map asset. If you want to use your own class it must inherit from
UTITileLayer
. Note: Changing this after importing assets is not supported, please remove all imported assets before changing it and reimport them afterwards. -
Tile Instance Class: The C++ class that will be used to represent a single tile instance within a Tile Map. If you want to use your own class it must inherit from
UTITileInstance
. Note: Changing this after importing assets is not supported, please remove all imported assets before changing it and reimport them afterwards. -
Tile Class: The C++ class that will be used to represent a tile within a Tile Set. If you want to use your own class it must inherit from
UTITile
. Note: Changing this after importing assets is not supported, please remove all imported assets before changing it and reimport them afterwards. -
Tile Map Naming Convention: The naming convention of the Tile Map assets generated when importing, where {0} is the name of the original Tile Map file.
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Tile Set Naming Convention: The naming convention of the Tile Set assets generated when importing, where {0} is the name of the original Tile Set file.
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Tile Set Texture Naming Convention: The naming convention of the Tile Set Textures assets generated when importing, where {0} is the name of the original Texture file.
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Tile Set Flipbook Naming Convention: The naming convention of the Tile Set Flipbooks assets generated when importing, where {0} is the name of the Tile Set file and {1} is the ID of the Tile.
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Tile Set Sprite Naming Convention: The naming convention of the Tile Set Sprites assets generated when importing, where {0} is the name of the Tile Set file and {1} is the ID of the Tile.