Hello , we have a question.
We have a spine file with 1280 x 720 pixels. Used as a full-screen background on UE4's spinewidget and the anchors are set to full-screen. However, the phone will not completely fill the entire screen error phenomenon, for example, in the phone 2048*1536 the spinewidget will appear on the top and bottom part of the empty.
How do we solve this?
UE4.24 & Spine 3.8.

The result we want is that regardless of the size of the phone, the background must fit the full screen, and some stretching of the X and Y axes is OK.

Related Discussions
...


I find this, maybe it has bug. And We want three fill mode
1、 fill_x
2、 fill_y
3、Fill_XY.

sorry,The source code is the following。The above picture was pasted incorrectly

The aspect ratio of 1280 x 720 pixels is 1.77, while the aspect ratio of 2048 x 1536 pixels is 1.33. When you set the anchors to fullscreen, the Spine widget is given some size by Unreal Engine, like in your screenshot. It tries to best fill that size by "embedding" the skeleton bounding box inside the given area. If the aspect ratio of the area is not the same as the skeleton bounding box, you get what you see.

The widget can't really decide itself to stretch out so the full area is covered at the moment. Your suggestion of adding a fill mode property makes a lot of sense.

I have opened an isuse for this suggestion here:
EsotericSoftware/spine-runtimes2416

We've just started porting our new phsyics feature to all runtimes, which will take a while. I'm afraid I can not work on this in the immediate future. You may try to modify SSpineWidget.cpp yourself for your use case for the time being.

    Mario


    I made some changes, but it didn't fill the whole screen as much as I wanted. There is an extra part above the SpineWidget and a missing part below. Is there a problem with the spine source file?

    Cool!