Project: Paper2D

  1. Oops, it looks like is not exposed right now ( properties on both maps and layers are read-only for Blueprints / protected in C++). As a work around, assuming you don’t need varying thicknesses at runtime, you could create a ‘template’ asset with layers set up at your desired thicknesses, and then call MakeTileMapEditable on component, which will duplicate asset into an editable instance that you could then further modify programmatically. I’ll throw in a feature request to expose them in future.

  2. Are you working from C++ or Blueprints? Working from C++, you can call RecreatePhysicsState to force collision to update. I’m actually a bit surprised that isn’t happening inside SetCell if tile has collision, I’ll bug that. If working from BPs, you can call ResizeMap to force physics state to be recreated (just pass in current width/height, it’ll still rebuild but won’t affect map itself).

  3. Yeah, all of normal primitive component methods should work as expected. You can change collision channel or enable/disable collision entirely if desired (SetCollisionEnabled).

Cheers,