The project in the latest version of spine looks like this ↓

After importing it into UE 5.2 it looks like this↓

Unlit Material↑

Lit Material With Shadow On↑

Lit Material With Shadow Off↑

Low Alpha value↑

Tried different export settings (pma on/off, bleeding on/off, both on/off, different runtime format) and none of them are working. The black outline still remains.

Really need some help here. Thank you.

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@Mario Really could use some help here Mario Sama 😭😭😭

Impossible to say what's going on without at least the skeleton and atlas files so I can try to reproduce it. Ideally, you send me your Spine project and images.

    Mario Thank you for replying Mario Sama, give me your E-mail and I'll send them to you ASAP

      M1sBeh4ve Thank you for sending your Spine project! I have exported your skeleton and imported it into UE5.2.1 and confirmed that it displays correctly. I have sent some screenshots to you via email as proof, so please check them out.

      I think it is probably due to the fact that you had the Premultiply alpha enabled in the texture packer settings of your Spine project. The spine-ue4 runtime currently does not support atlases exported using pre-multiplied alpha. This is explained in the "Exporting for Unreal Engine" section: https://esotericsoftware.com/spine-ue4#Exporting-for-Unreal-Engine

        Misaki Thank you for replying Misaki!! Can you send me a screenshot of your export settings please? I've already tried export with the Premultiply alpha disabled. Thanks a million.

          M1sBeh4ve Oh, I certainly should have sent that. Here are the settings I tried:

            Misaki It worked! Thank you Misaki Sama!! It still has a very light black outline tho, I'll figure out. Thank you so much, u r a god.

            24 jours plus tard

            1) Press ` button
            (Keyboard left top side)

            2) Write → r.TextureStreaming 0

            3) Press Enter

            I hope this helps you.

              qwer Thank you for the information! I didn't know about that command so I checked the documentation:
              https://docs.unrealengine.com/5.2/en-US/texture-streaming-overview-for-unreal-engine/
              https://docs.unrealengine.com/5.2/en-US/texture-streaming-configuration-in-unreal-engine/
              In general, it seems that Texture Streaming is less load time and memory load if it is enabled. I did not have Power of two enabled in the texture packer settings I posted this thread, but it seems that you should enable it for generating MipMap if you want to use Texture Streaming. (In general, MipMap is automatically generated when textures are imported into UE, but it appears that MipMap is not automatically generated when textures are imported whose size is not a power of 2.)