diff --git a/CHANGELOG.md b/CHANGELOG.md index ca33e94ee..745adbf52 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -189,6 +189,7 @@ * Removed dependency on `RHI`, `RenderCore`, and `ShaderCore`. * Re-importing atlases and their textures now works consistently in all situations. * Added mix-and-match example to demonstrate the new Skin API. +* Materials on `SkeletonRendererComponent` are now blueprint read and writeable. This allows setting dynamic material instances at runtime ## C# ## * **Breaking changes** diff --git a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonRendererComponent.h b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonRendererComponent.h index aaf5d921a..d2e74dad5 100644 --- a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonRendererComponent.h +++ b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonRendererComponent.h @@ -50,16 +50,16 @@ public: void UpdateRenderer(USpineSkeletonComponent* Skeleton); // Material Instance parents - UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly) + UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite) UMaterialInterface* NormalBlendMaterial; - UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly) + UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite) UMaterialInterface* AdditiveBlendMaterial; - UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly) + UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite) UMaterialInterface* MultiplyBlendMaterial; - UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly) + UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite) UMaterialInterface* ScreenBlendMaterial; // Need to hold on to the dynamic instances, or the GC will kill us while updating them