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  • [UE4] unresolved external symbol spFloatArray_dispose

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I am trying to modify SpineSkeletonRendererComponent by inheritance because i want to add more functionalities and fix some problems.

Because i want to test this override functions I created the override component on my Project Source folder. Not a new plugin because a lot of reasons including faster development.
the problem is that whenever i try to extend the class i get

"unresolved external symbol spFloatArray_dispose referenced in function"

that happens because the functions and includes are from the spine-c folder and located inside of Spine/Public.
And because the cpp is located on Private it can not be accesed.

So how can i fix it without breaking spine plugin dependency?


The main question maybe is how can i override/subclass a class from the plugin on my Project's files

Hm, the symbol should be exported when building the plugin, and your project source code should be able to link to it. I'll see if I can repro and resolve this.

Related: which problems would you like to fix, and would it make sense to collaborate on those in the official plugin?

I want to subdivide the mesh, separate collisions of the mesh and create something like sprite attacher from unity to ue4

un mois plus tard

what other issues?

Update to latest UBT C# API.

there is a problem with the material.
The shader makes the border of the spine object black.
so you can notice the parts of every piece (mobile)

We had to disable PMA on export settings and now the char looks fine.
thank you!