I've been trying for a while but I can't seem to get Spine working in Unreal Engine 5. I've tried both the 4.1 branch and the 4.2 beta branch.

I've followed the instructions UE4 Runtime instructions which works fine for UE4 but give the below error for UE5. I've tried with both UE5.0.3 and UE5.1.1.

I've seen on other posts that people have it working so I have no idea what's going wrong. Any help would be appreciated...

Just to make sure: you did create a C++ UE project, and you modified your Build.cs file to include the plugin in the PublicDependencyModuleNames?

Finally managed to get it working! Unfortunately I did a couple of things so I'm not sure which one it was that finally caused it to work. I think #1 is what fixed it but putting the other two just in case:

1) Install the latest version of Dotnet Runtime Link from Epic
2) Start with a blank project, not one of the pre-made ones like top-down or shooter.
3) Make sure "SpinePlugin" goes before "InputCore" in the PublicDependancyModuleNames

Glad you got it working. I think the pre-made projects are not C++ projects, which would explain why it doesn't work. It is however weird that you have to put SpinePlugin before InputCore.

2 mois plus tard

Hi, I am having the same issue, but I cannot seem to start the project at all. I did all of the steps, and nothing works. I make a new C++ project, edit the PublicDependancyModuleNames, but it doesn't seem to work. I tried all 3 steps above as well, but doesn't work

Any ideas?


Mario is unavailable for a little while. Unfortunately he has most of our UE5 knowledge! I'm afraid I'm not of much use here. Mario can help out as soon as he's back. Otherwise it may be helpful to ask on the UE forums. I can't tell if the problem is specific to Spine or something more general to UE project setup.

10 jours plus tard

Did you copy the sources of the plugin and spine-cpp?

4 mois plus tard

Hi, I'm evaluating the product, but I need to know if Spine is still not officially supporting UE5? What is the situation?

    PinoDF You can use the spine-ue4 runtime with UE5. Our tutorial video showing how to install the spine-ue4 runtime with UE5.2 can be found here: Getting Started with spine-ue4

    PinoDF Yeah OP here - it works perfectly fine just gotta follow the instructions and make sure all the dependencies are installed.

    OK, thank you guys 🙂

    9 jours plus tard

    Hello everyone! I'm having issues with the Unreal Engine 5.3 version.

    I've done all the instructions mentioned above by Mohawesome.
    But I'm still getting the compiled error. Even tried to open the example project without success.

    Can anyone help me out? Or it does not support UE5.3? I'm installing 5.2 at the moment to test if it opens.

    Thank you for your time!

    9 jours plus tard

    Please post the error you get.

    @Mario Hi there! I am also getting an error when trying to import the PlugIn into UE 5.3. Here is the exact error.
    I have copied the Plugins folder into my project, made sure the spine-cpp file is in the plugins public source file, and added "SpinePlugin" into my publicdependencies.

    Looks like the main issue is that it does not recognize UBodySetup in line 152 in the SpineSkeletonRendererComponent.cpp
    Hope this provides enough information

    Sadly, UE 5.3 broke a lot of things, including asset imports. I've filed an issue with Epic Games, we'll see how that goes.

    I'll investigate the compilation error, though I don't see it on macOS. I'll try on Windows.

      is 5.2 broken as well?
      or just 5.3 for now?

        H3LLOH3NRY No, the spine-ue4 runtime works on UE 5.2. At least the error as reported by Dg2134 has not been identified in UE 5.2.

        What the reason behind needing to now add Spineplugin to the Build.cs?
        I don't remember having to do this before.

          H3LLOH3NRY It is not a recently added requirement; it has always been required to install the spine-ue4 runtime. Adding SpinePlugin to PublicDependencyModuleNames in your project's Build.cs file allows you to add the runtime into your project as a plugin. If you have never done that step before, I guess you may have started your project from the example project at that time.

          before adding the the spine cpp + and its runtime into the plugin folder did exactly that.
          And we didn't have to edit the build.cs file.

          Anyways as long as it works I guess. Im not complaining.
          Hoping 5.3 issues gets fixed soon 😃

          I'm afraid I can not reproduce on Windows 10 with our latest 4.1 branch, latest UE 5.3.1 and 5.2.1, VS Studio Community 17.4.4.

          un mois plus tard

          Mario Hi Mario, has there been any update on the UE5.3 side? I noticed the Asset issue... looks like the files are just missing in the content browser!

          I've submitted a bug report to Epic. They have not responded. My hands are sadly tied, as it's an issue in the core of the engine that I can not fix from the outside.

          The current spine-ue4 runtime works with UE 5.3 provided that your skeleton and atlas files do not share the same name up until the extension. E.g. skeleton.skel and skeleton.atlas will not work. However, skeleton-foo.skel and skeleton.atlas will work.

          The issue is mostly with old projects that want to migrate to UE 5.3. If the asset files have common prefixes as shown above, there's literally no way for our plugin to fix this automatically. I could not even find a way to fix it manually. That's how bad this situation is.

          So, people may not be able to ever upgrade to UE 5.3 depending on Epic. New projects can follow the "no common prefix" pattern and use UE 5.3+.

            Hello everyone.

            I was able to install the Plugin, open and take a look into the SpineUE4.uproject. Unfortunately, I tried to import my spine animation in binarie, json (.json, .skel) in a blank c++ ue project (Game->Blank C++), but when I try to import, it always asks me to choose a datatable format options.

            I have visual studio 2022 with all installed like it's written in instructions (tried also with the 2019 version)
            I tried spine 4.1, runtime 4.1 version, spine 4.2beta, runtime 4.2beta version (multiple skeleton and animations in same spine file)
            tried with UE4.27.2, 5.1.1, 5.2.1 with all times the plugin which is installed in UE
            desktop os: win 11 (does it could be a cause of this problem?)

            Idk really what's wrong, so I ask some help here after days.

            thx for your help.

            update of my previous post. I was finally able to import the spine json correctly in UE5.2 (in .json export, not binary)

            14 jours plus tard

            Mario Hello!
            Can You clear this point, please?
            If I will upgrade my project and reimport just one using asset (standart spineboy) - it will worked? And how exactly I shouldn't name my assets for avoiding bugs?

            Or latest Spine plugin just didn't worked correctly with 5.3 at all - and wise choise is just stand on 5.2?

            (In my game I use FMOD and Spine - and first one is already updated, just waiting yours 😃 )

            Oh, just got it now!
            Can use 5.3, but every asset need unique name, like "s_boy.skel" with "a_boy.atlas".

            Exactly.

            8 jours plus tard

            Mario I want to suggest simple temporary solution: add in Spine Editor (Desktop app) hint and basic name checking on the export screen.
            Maybe Epic really willn't fix that very long time - but you can help Spine user right now. Better than nothing!

            7 jours plus tard

            Mario
            How do you install spine plugin inside 5.3 project ? I've done the same process as described, it's so impossible to install it.
            Compilation error, again again

            Im an animator not dev so sorry if it seem simple, if you have published new way to import asset it's seem you have a working plugin ?

            Just tried every solution that i can found.

            Have a nice day

              valahaha The procedure for installing the Spine plugin in a UE 5.3 project should be the same as it was up to 5.2. Unfortunately, this information is not enough to determine the cause of the problem, so please start a new thread with information about the specific error you are seeing.

                Misaki The problem seem already enumerate in this topic without proprer answer.
                After following the exact procedure described by esoteric software i cant recompile with the plugins inside my project.
                I will glady make a 1 hours long video about my exact problem if needed but only if i have the confirmation that anyone already succesfully installed the plugin inside 5.3.
                Im an animator not a dev, i probably cant do much about explaining the exact problem.
                I followed exactly all the documention between unreal and esoteric and it didn't compile.

                So in UE 5.2.1 the problem about single name for importing seem to apply too.

                  valahaha At least as far as I have tried so far, our example project (SpineUE4.uproject which is included in the spine-ue4 runtime directory) can be opened with UE 5.3.2 and the skeleton's animation can be played, although the asset name issue described above happens:

                  So installing the SpinePlugin into a UE 5.3 project itself should be possible.

                  Could you please start a new thread, as I asked you earlier, and explain in detail the steps you tried?

                  3 mois plus tard

                  For those still having trouble installing the runtime to UE5.3 this video has clear step by step instructions. From the instruction video provided by Esoteric I was having problem understanding where to paste the cpp folder for windows. Instructions there are not clear. Hope this helps.

                  un mois plus tard

                  Hi,

                  UE5.4 has just released. Has this fixed the issue with the Spine plugin or should I stick to 5.2 still?

                  un an plus tard

                  Have been having trouble with the Spine Plugin in UE5 as well. I tried UE 5.2.1, 5.5.4, 5.3.2, 5.1.1 all giving similar output log issues in a blank c++ project with no files imported. I included a screenshot of the output errors. Also, tried using 4.2 runtimes and 4.1 just to try to see if that would help.

                    Beeftor I just confirmed that it works in UE 5.4.4, and there were no particular issues. I looked at the error log you provided, but unfortunately, UE's error logs are often very vague, so I'm not sure exactly why it's not working in your environment. Could you please provide more details on the steps you tried? By the way, this thread is too old, so I would appreciate it if you could create a new thread.