Basic Importing

Assets should be able to imported through normal Unreal Engine means. Either by dropping the .tmx/.tsx files into the Content Browser, or using the Content Browser's import buttons directly.

Sometimes when importing an asset it may be necessary to import one or more other assets as well. For example, Tile Maps reference Tile Sets, and Tile Sets reference textures. Tiled Link aims to make this process as smooth as possible. When a reference to another asset needs to be obtained, TiledLink will first search for any existing asset that was created from that file before. If no such asset exists, TiledLink will automatically begin importing a new asset for that file and prompt you to allow you to change it's destination (default to source file location).

Tiled Link introduces new subclasses of the basic Paper2D Tile Map, Layer, and Tile Set classes. This is necessary to track asset import data (for tile sets) as well as certain tiled specific data such as layer ids for tile map layers. By default assets will be imported as these types. We'll touch more on these in Chapter 3 but if you don't have specialized needs you shouldn't need to change this.

Configuration

Project File - The project file is used for the importer's custom property reflection support and is needed to determine the default values for any custom types encountered while parsing properties.

Tile Maps

Tile Map Class - The class to use for creating the new Tile Map asset. Allows for compatibility with a custom TileMap class with specialized behavior, or for declaring custom properties that you'd like to be able to set and import from Tiled. Tile Layer Class - Tile Map layers are implemented as subobjects. This class controls what class to instantiate them with. Same usages as the Tile Map Class.

Tile Sets

Tile Set Class - The class to use for creating the new Tile Set asset. Same usages as the Tile Map Class and Tile Layer Class configuration options.

See the section on Asset Type Overrides for more detail on the Class options.