Good night.

UE 5.3, script 4.2, spine 4.2.11.

Tested on a simple project, one bone, one image, one physics constraint, simple right-left movement animation, physics on rotation.

In spine program everything works, but in UE animation is played without physics.

I changed the names before importing skeleton.json, skeleton-data.atlas.
Now I have to import json and atlas separately.

I copied plugin folder, cpp folder too, added plugin name to Build file.

Perhaps some additional parameters need to be enabled?

Thanks for your help.
If you need any more data, I will send everything.

I haven't been able to test the physics in unreal engine yet, but in the editor it's just GREAT! You guys are awesome!

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UE window on the left.

Help me, please.

I realize you have a lot of work to do.

Apologies! Looks like there's a bug in spine-ue which prevents the skeleton from being updated via the delta time. I'll fix this first thing tomorrow morning.

    Mario Thank you so much for your hard work)

    @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?

            • Editado

            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.