Documentación en Español: Enlace
Documentation in English: Link
BUG REPORTER: Form
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✨ 2D Framework 2.0 — every system your 2D game needs, in one code plugin
Make a complete 2D game in Unreal Engine 5 with Paper2D. Thirteen gameplay systems with a C++ core and Blueprint children, pixel-destructible terrain, a visual dialogue editor, a visual quest editor, five playable sample levels and a 160+ page manual in English and Spanish. Enable the plugin in any project, press Configure project, and play.
Requirements: Unreal Engine 5.0, 5.5, 5.6, 5.7 or 5.8. The plugin enables two plugins that ship with Unreal Engine: Paper2D (sprites, flipbooks, tile maps and the 2D characters) and Procedural Mesh Component (the mesh the destructible terrain is drawn on). Nothing else is needed.
🚀 Install in one click
Enable 2D Framework in Edit → Plugins; a notification offers Configure project (also in Tools → 2D Framework).
It sets the menu and first level, the game mode and the game instance, and turns auto exposure off for crisp pixel art.
Collision channels, collision presets and every keyboard and gamepad input come with the plugin, without touching your project files.
🎮 Character, combat & stats
Player character with run, jump, double jump, drop-through platforms and a camera-relative control scheme.
Animation state machine driven by data (Flipbook Anim Sets): idle, run, jump, fall, attack, hurt and death with fallbacks.
Stat System component: health, mana, armor, experience and levels, with events for the HUD and saving.
Damage types: impact, fire, ice and poison (damage over time with duration and cure).
Team-based damage, hit reactions, invulnerability blink and floating damage numbers.
👾 Enemies & AI
Melee, ranged and flying enemies included: skeleton, mushroom (spore shooter) and flying eye, plus turrets.
Perception with sight radius, vision angle, detection time and line of sight; enemies chase, attack and forget you.
Every enemy is data: speed, perception, attacks, loot and effects live in an Enemy Definition asset.
Create a new enemy in minutes: child of BP_EnemyBase + its definition.
⛏️ Destructible terrain (built in)
Paint levels with your tilesets in a dedicated editor mode: brush, eraser, bucket, rectangle, eyedropper and a collision brush.
Layers (terrain, background, behind, edges, decoration, water), per-tile collision shapes, animated tiles and multiple atlases.
Pixel-destructible at runtime: dig pixel by pixel, explosions, debris you collect, and place terrain back.
One-click procedural maps from biomes: heights, ramps, islands, bridges, water, decoration and parallax backgrounds.
🎒 Inventory, items & crafting
One row = one item: DT_Items with name, icon, world sprite, stack size, category and use action.
Grid inventory with drag and drop, split, drop and drop-all, item action menu and stacking.
Hotbar shortcuts (keyboard and gamepad) with live counts.
Chests that open next to your inventory with "Take all"; contents are saved.
Crafting stations with recipes; materials are never lost and every result is a real item.
💬 Visual dialogue editor
Write conversations with connected boxes: lines, answers, conditions, events, random branches and endings.
Portraits, audio per line, participants, flags and "visited" conditions.
Test tab inside the editor (no Play needed) and a Problems tab that finds broken links.
🗺️ Visual quest editor
A story map with chapters and lore, and every quest as a graph of boxes: steps, objectives, branches, rewards and several endings.
Main, side and daily quests; kills, items, NPCs and places count by themselves.
Journal, tracker, notifications and "!" / "?" markers over quest givers.
Joined to the dialogue, inventory and experience systems; quests are saved with the game.
🚪 Interaction & level tools
One interaction key for everything, with the right on-screen prompt for keyboard or gamepad.
Levers, pressure plates and doors wired with an Activator component; their state is saved.
Traps and zones: spikes, turrets, damage, poison and heal zones, kill zones and checkpoints.
Moving and one-way platforms, pickups, seeded decoration and level travel with entry points.
💾 Save, menus & UI
New game, continue and save from the pause menu; continue opens the saved level at your position.
Configurable autosave; levers, chests, dropped items and checkpoints remember their state.
Main menu, pause menu and confirmations, navigable with keyboard, mouse and gamepad.
Screen manager in the HUD (input mode and cursor handled for you) and event-driven health, mana and XP bars.
🧱 Built to extend
C++ core with Blueprint children: extend in Blueprint, no casts, interfaces for communication.
Settings in Project Settings (Game → 2D Framework and Game → Visual Quest), with starting values that work in an empty project.
Five sample levels: Main menu, Forest, Cave, Showcase (one example of every system) and Terrain example.
160+ page manual in English and Spanish: tutorials, a reference for every system and a C++ programming guide.