Killnetic

When packaging an empty code project in UE4 for HTML5 with only the Spine2D plugin added, I get the following error output for the 3.6 runtime:
https://pastebin.com/raw/KGtFbPrP
The project builds normally for HTML5 if the Spine2D plugin+Spine2D assets removed. The project always builds (with/without Spine2D) for standard Win32/64. Just looking at my segment, an HTML5 build could garner about 500k exposures. I'd really appreciate this being looked into. Hopefully it is easy like rearranging includes :mmm:

Plugin built from the following hash on the 3.6 branch: Commits
Killnetic
Mensajes: 5

badlogic

It seems UE4's ProceduralMeshComponent is not available for HTML? Please use our latest runtimes in the 3.6 branch where we switched to RuntimeMeshComponent. It's a 3rd party plugin that you have to simply copy into your plugins folder alongside the Spine plugins. You can find it in our repository as well in spine-ue4/Plugins
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badlogic

Mario
Mensajes: 946

Killnetic

The commit hash link I have in the OP is a hotlink to the 3.6 branch at commit add46ae (1 day old at this point). The 3.6 branch is actively being committed to so it is easier to debug & see exactly what I see by sharing the explicit state (add46ae) of 3.6 that I had cloned.

The new RuntimeMeshComponent exists at that point in 3.6. The following commits happened since then:
[unity] Built-in shaders for SkeletonGraphic tint black.
pharan committed 14 hours ago
55fb613
@badlogic
[maven-release-plugin] prepare for next development iteration
badlogic committed 19 hours ago
c9de311
@badlogic
[maven-release-plugin] prepare release spine-libgdx-3.6.34.0

I'm fairly sure none of them would fix that issue. Let me know if you think otherwise.
Killnetic
Mensajes: 5

badlogic

As I said, we switched away fro UE4's built in ProceduralMeshComponent, which according to your error log is unsupported in HTML 5 builds. Instead we use a forked RuntimeMeshComponent, which is part of our 3.6 branch (including the repo state linked to by your commit) and which you should use instead. The spine-ue4 runtimes should not have any reference to the failing ProceduralMeshComponent. I'll try to reproduce this locally asap, thanks for reporting.
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badlogic

Mario
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Killnetic

Thanks for checking it out. You are doing me a concern though. Is https://github.com/EsotericSoftware/spine-runtimes/commits/3.6 not the 3.6 you are talking about? Because I am using that branch. If you Ctrl+F 'add46ae' you will see that was a commit on 3.6 from yesterday.

---

Update w/fix:
https://github.com/EsotericSoftware/spine-runtimes/blob/3.6/spine-ue4/Source/SpineUE4/SpineUE4.Build.cs#L9

HTML5 Packaging issuse resolve after removing the ProceduralMeshComponent reference from this file.
Killnetic
Mensajes: 5

badlogic

Ah, that's where the confusion came from on my end! Sorry, I forgot to remove the ProceduralMeshComponent reference from the example project. I was assuming you created a new project and copied the plugin to your project. Thanks for pointing that out, fixed in 3.6 and 3.7-beta branch!
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badlogic

Mario
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