Mario Thank you so much for your hard work)

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@Cream could you send me your Spine project? While I've found one issue, it is not related to what we see in your video. I need the project to reproduce this specific issue.

    Mario

    test.spine
    977B


    Of course.

    Mario Is there anything else I can do for you?

    Mario Sorry for the insistence.
    Is there any news?

    Sorry it was a holiday yesterday (Wednesday) so many of us were busy doing family things. Mario will be here to help you first thing Thursday (likely 4-5 hours from now).

      Nate Do not forget about rest either)

      Okay, I'll be waiting.

      I'll be looking into this today and will report back here.

        Mario Thanks)

        Peace, Labor, May!

        I was unable to reproduce your issue. What I've done:

        1. Export your Spine project with Spine Professional version 4.2 to both .json and .skel (also exported the atlas). Generated files are test-data.json, test-data-binary.json, test.atlas and test.png.
        2. Opened our Spine-UE example project
        3. Dropped the files into the Content Browser
        4. Created a new level, and a new actor inside the level
        5. Added a SpineSkeletonRenderer and SpineSkeletonAnimation component to the actor
        6. Set the Atlas property of the SpineSkeletonAnimation component to test
        7. Set the Skeleton Data property of the SpineSkeletonAnimation component to test-data (and test-data-binary in another test, to check if binary data has issues)
        8. Set the Preview Animation property of the SpineSkeletonAnimation component to Test

        This works as intended, just like our celestial circus scene (Getting Started/10-physics), which also makes use of the physics feature.

        Are you sure you are using the latest spine-ue runtime from our 4.2 branch? Are you sure you also copied the latest spine-cpp runtime over to the plugin as described here:
        https://en.esotericsoftware.com/spine-ue#Installation


          Mario I think I've figured out the differences.

          Physics only works in actor?
          Widgets don't support physics?

          Created the actor, everything works.

          It remains to be seen if this is possible in widgets?

          Then you'd have to run somewhere at the actor level, put the camera in and render to texture animation?

          • Modifié

          Apologies, I didn't gather from your posts that you are using widgets. There was indeed a bug in SpineWidget.cpp which prevented physics from being updated. I've just pushed a commit. Please pull the latest code from the repository.

            Mario And I'm sorry, I forgot to specify this information.

            Everything works great!

            Thank you so much for your quick help)

            And a little feedback about the physics - it's FANTASTIC!
            So user friendly and makes it so much easier to create animations.

            Thank you for your work!)