Hello everyone.

I was able to install the Plugin, open and take a look into the SpineUE4.uproject. Unfortunately, I tried to import my spine animation in binarie, json (.json, .skel) in a blank c++ ue project (Game->Blank C++), but when I try to import, it always asks me to choose a datatable format options.

I have visual studio 2022 with all installed like it's written in instructions (tried also with the 2019 version)
I tried spine 4.1, runtime 4.1 version, spine 4.2beta, runtime 4.2beta version (multiple skeleton and animations in same spine file)
tried with UE4.27.2, 5.1.1, 5.2.1 with all times the plugin which is installed in UE
desktop os: win 11 (does it could be a cause of this problem?)

Idk really what's wrong, so I ask some help here after days.

thx for your help.

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update of my previous post. I was finally able to import the spine json correctly in UE5.2 (in .json export, not binary)

14 días más tarde

Mario Hello!
Can You clear this point, please?
If I will upgrade my project and reimport just one using asset (standart spineboy) - it will worked? And how exactly I shouldn't name my assets for avoiding bugs?

Or latest Spine plugin just didn't worked correctly with 5.3 at all - and wise choise is just stand on 5.2?

(In my game I use FMOD and Spine - and first one is already updated, just waiting yours 😃 )

Oh, just got it now!
Can use 5.3, but every asset need unique name, like "s_boy.skel" with "a_boy.atlas".

Exactly.

8 días más tarde

Mario I want to suggest simple temporary solution: add in Spine Editor (Desktop app) hint and basic name checking on the export screen.
Maybe Epic really willn't fix that very long time - but you can help Spine user right now. Better than nothing!

7 días más tarde

Mario
How do you install spine plugin inside 5.3 project ? I've done the same process as described, it's so impossible to install it.
Compilation error, again again

Im an animator not dev so sorry if it seem simple, if you have published new way to import asset it's seem you have a working plugin ?

Just tried every solution that i can found.

Have a nice day

    valahaha The procedure for installing the Spine plugin in a UE 5.3 project should be the same as it was up to 5.2. Unfortunately, this information is not enough to determine the cause of the problem, so please start a new thread with information about the specific error you are seeing.

      Misaki The problem seem already enumerate in this topic without proprer answer.
      After following the exact procedure described by esoteric software i cant recompile with the plugins inside my project.
      I will glady make a 1 hours long video about my exact problem if needed but only if i have the confirmation that anyone already succesfully installed the plugin inside 5.3.
      Im an animator not a dev, i probably cant do much about explaining the exact problem.
      I followed exactly all the documention between unreal and esoteric and it didn't compile.

      So in UE 5.2.1 the problem about single name for importing seem to apply too.

        valahaha At least as far as I have tried so far, our example project (SpineUE4.uproject which is included in the spine-ue4 runtime directory) can be opened with UE 5.3.2 and the skeleton's animation can be played, although the asset name issue described above happens:

        So installing the SpinePlugin into a UE 5.3 project itself should be possible.

        Could you please start a new thread, as I asked you earlier, and explain in detail the steps you tried?

        3 meses más tarde

        For those still having trouble installing the runtime to UE5.3 this video has clear step by step instructions. From the instruction video provided by Esoteric I was having problem understanding where to paste the cpp folder for windows. Instructions there are not clear. Hope this helps.

        un mes más tarde

        Hi,

        UE5.4 has just released. Has this fixed the issue with the Spine plugin or should I stick to 5.2 still?