From 188cb5908cb855a0af79c5061d85d796166a07de Mon Sep 17 00:00:00 2001 From: badlogic Date: Thu, 7 Jun 2018 16:45:47 +0200 Subject: [PATCH] [ue4] Disabled collision mesh generation. Both ProceduralMeshComponent and RuntimeMeshComponent produce a gazillion PhysiX files in the derived data cache. There is no work-around apart from creation collision shapes manually and attaching them to the default scene component of an actor. --- .../SpinePlugin/Private/SpineSkeletonRendererComponent.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonRendererComponent.cpp b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonRendererComponent.cpp index d74a32e42..56807f3a9 100644 --- a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonRendererComponent.cpp +++ b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonRendererComponent.cpp @@ -169,7 +169,7 @@ void USpineSkeletonRendererComponent::Flush (int &Idx, TArray &Vertices if (Vertices.Num() == 0) return; SetMaterial(Idx, Material); - CreateMeshSection(Idx, Vertices, Indices, TArray(), Uvs, Colors, TArray(), true); + CreateMeshSection(Idx, Vertices, Indices, TArray(), Uvs, Colors, TArray(), false); Vertices.SetNum(0); Indices.SetNum(0);