• Runtimes
  • [UE4]Set bone transform

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Hey everyone,

I'm trying to use bone driver/follower to make bones of different actors to interact with each other, but can't really figure it out, since there is no much documentation on it. I've also tried using changing bones position with Get/Set, but for some reason can't find Set bone transform for Spine component.

Can anyone recommend anything on that?

Could you describe your use case in a bit more detail? Also check out the 05-driving-bones example in the spine-ue4 runtime example project.

Hey badlogic
thanks for reminding about example project - it helped to understand better how it works!

Now my question is if it is possible to set overlap events based on bones?

Basically I have a number of blades of grass, each of them is a separate bone, I want for them to be targeted in character's bone drivers when character starts to overlap with those bones.

UE4 currently doesn't have any good 2D collision mechanisms, at least none that they recommend using in production. You will have to approach this like you'd approach it for 3D collisions. A SpineSkeletonRendererComponent does generate a collision mesh which you can use in combination with UE4s 3D physics/collision functions. Alternatively, you could calculate the overlap yourself, but that might be to complicated.

badlogic

Just to be clear there is no way to get the list of bones of SpineSkeleton from UE blueprints?

I'm trying to use OnComponentOverlap for SpineSkeletonRenderer, but when I break hit struct bones field is empty there (though overlap event for component generated properly).

Thank you! Any estimates on when this potentially can be ready?

I'm currently working on a new C++ runtime, after which I'm going to tackle UE4 improvements including this feature and UMG. I can't give a definitive ETA I'm afraid, the C++ runtime is a huge job.

un mois plus tard

Hey badlogic any updates on ETA for this?

Working on it as we speak. See the latest commits on the 3.6 branch. There are a few issues I haven't found a solution to yet, but basic UMG support is going to work soonish.

21 jours plus tard

Hey badlogic, it looks like it has been a while since the last commit for UMG? Any news?

No news. You can see the progress in the repo if there's any and I'll make sure to update this thread and the corresponding issue on GitHub once things are done.

9 mois plus tard

badlogic
Hey, I was wondering if there was any progress for UMG? I've looked through commits and the corresponding issue seems to be back in progress.

Sorry, no progress made on UMG support. The basic building blocks are in place, but I can't for the life of me get things to render properly. I'm afraid I do not have the resources at the moment to look more closely into the why. If any of you guys want to give it a try based on what's in the repository let me know and I can try to help. I likely won't get time to work on this before Q2.

2 mois plus tard
badlogic a écrit

Sorry, no progress made on UMG support. The basic building blocks are in place, but I can't for the life of me get things to render properly. I'm afraid I do not have the resources at the moment to look more closely into the why. If any of you guys want to give it a try based on what's in the repository let me know and I can try to help. I likely won't get time to work on this before Q2.

Hello, I am interested in this part of UMG, I want to know which step has been taken now, what problems have been encountered, I can try to solve it together..

I have cobbled together a basic renderer spine-runtimes/SSpineWidget.cpp at 3.7

The problem is that the mesh I send of for rendering doesn't show up. I could not find a cause for this.

10 jours plus tard