Chema Luque - 2D Framework — Complete Paper2D Game Framework

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.