• RuntimesUnreal
  • UE4 Runtime - Importing DataTable Options

Any help on getting through this is greatly appreciated!

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    I am using UE5.2 btw.

    nd_nomad I'm sorry to hear you're having trouble. I would like to see the problem can be reproduced, so could you please send us via email the skeleton files you were unable to import into UE5.2?: contact@esotericsoftware.com

    I just sent them over. Thank you Misaki!

      nd_nomad Thank you for sending your skeleton files! I have found the cause of the problem. You exported your skeleton in binary format, but the extension is .json, so the spine-ue4 runtime misunderstands the format and tries to load the data as skeleton data in JSON format, and then fails to load. After changing the extension to .skel I was able to import the data successfully. Could you try this on your end to see if it solves the problem?

      I didn't have the same luck unfortunately. I changed the file name to .skel and at first glance it appeared the import was successful, but there was no .skel file to be found in UE5.2. It did import the .atlas and .png files, but no .skel file. Which I confirmed by trying to choose it in the Spine Skeletal Animation Component.

      I also tried re-exporting the files from Spine as binary with the ".skel" extension. I deleted the previous files in Unreal and hit Import.

      On import, UE crashed 😛 Any ideas? Is there more information I can provide to help?

        nd_nomad Hmmm, I tried importing your skeleton again and got as far as placing the level and previewing the animation and was able to do so without crashing.

        If you don't mind, could you please redo the import process from scratch to record a video, an then email us the video?

        Video sent!

          Thanks Misaki,

          I tried "Fix up Redirectors" on the MC folder and then re-imported my .skel file, without luck - UE crashed.

          I got the same message that 'the asset already exists, overwrite?'. So re-opened UE, used "Fix up Redirectors" on other folders just to be sure, and then created a new Folder to Import into.

          Upon trying to Import, I got the same "Fix up Redirectors" message again and then UE crashed again. It seems like no matter the name it is acting as if it already exists? I'm a noob idk..

          So I tried one more thing:

          I deleted any Spine exports on my pc, and went into UE and deleted the MC folder. I looked through every folder in UE, and found no spine assets (other than starter content.)

          In Spine, I rename the skeleton to something new and export.

          In UE I created a new folder, and upon Import get the same message:

          I clicked Yes, and UE crashed yet again. Would it help to send you the crash logs?

            nd_nomad I'm sorry to hear you're still having trouble. Could you please try importing your skeleton into a new UE project? If this works, then I think it is not a problem on the spine-ue4 runtime side. If this also does not work with the new project, we would appreciate it if you could provide us with the crash log.

            Thanks again for all your help.

            I tried again - this time I started a new blank C++ project in unreal, made sure the spine plugin was activated, and created a new folder in my Content folder.

            I also exported from Spine with a new skeleton name.

            Upon importing into UE, I was again prompted with 'the asset already exists, overwrite?'.

            I clicked yes, and UE crashed again.

            I will email the crash logs to you. Let me know anything else I can do to help, I appreciate it.

            I would love to figure this out!

            For reference, I have been able to import other assets into UE without issue.

            Good news! I believe I was able to find to find the issue, it seems to be the same issue described here:

            [EsotericSoftware/spine-runtimes2368]

            I was able to get my skeleton loaded into UE by doing the following:

            1. Making sure the .skel and .atlas files had different names.
            2. Manually importing each file individually. (.skel, .atlas, .png)
            3. In the Details panel of the Spine Atlas Asset, under Atlas Pages, in the Index dropdown - select the imported .PNG

            Then my skeleton finally showed up!

            Now, the PNG's have a bunch of white lines and the character appears blurry when played - but that is an issue for a different thread.

            Thank you Miaski for your help. I hope this fix works for anyone else!

            P.S. An earlier issue that appeared in the very same manner, was you cannot export binary as a .JSON file. You need to use .SKEL extension when exporting from Spine in Binary. Maybe this is obvious to most, but I didn't see it in the docs. Might help other noobs such as myself.

              nd_nomad Thank you for your detailed report! I understand the issue. As Mario (badlogic) stated in the issue ticket, we are still waiting for Epic's response to this issue, so please be patient until the fix is complete.