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Merge branch '3.8' into 3.9-beta
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commit
2ea060ed7a
@ -189,6 +189,7 @@
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* Removed dependency on `RHI`, `RenderCore`, and `ShaderCore`.
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* Re-importing atlases and their textures now works consistently in all situations.
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* Added mix-and-match example to demonstrate the new Skin API.
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* Materials on `SkeletonRendererComponent` are now blueprint read and writeable. This allows setting dynamic material instances at runtime
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## C# ##
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* **Breaking changes**
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@ -50,16 +50,16 @@ public:
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void UpdateRenderer(USpineSkeletonComponent* Skeleton);
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// Material Instance parents
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface* NormalBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface* AdditiveBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface* MultiplyBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface* ScreenBlendMaterial;
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// Need to hold on to the dynamic instances, or the GC will kill us while updating them
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