[ue4] Fixed up build system and README.

This commit is contained in:
badlogic 2018-06-05 15:10:30 +02:00
parent f315f36956
commit 42344c90b3
4 changed files with 8 additions and 7 deletions

1
.gitignore vendored
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@ -107,6 +107,7 @@ spine-ue4/Intermediate
spine-ue4/Saved spine-ue4/Saved
spine-ue4/SpineUE4.xcworkspace spine-ue4/SpineUE4.xcworkspace
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-c spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-c
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp
spine-ue4/Plugins/SpinePlugin/Binaries spine-ue4/Plugins/SpinePlugin/Binaries
spine-ue4/SpineUE4.VC.opendb spine-ue4/SpineUE4.VC.opendb
spine-ue4/SpineUE4.VC.db spine-ue4/SpineUE4.VC.db

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@ -6,9 +6,9 @@ namespace UnrealBuildTool.Rules
{ {
public SpineEditorPlugin(ReadOnlyTargetRules Target) : base(Target) public SpineEditorPlugin(ReadOnlyTargetRules Target) : base(Target)
{ {
PublicIncludePaths.AddRange(new string[] { "SpineEditorPlugin/Public", "SpinePlugin/Public/spine-c/include" }); PublicIncludePaths.AddRange(new string[] { "SpineEditorPlugin/Public", "SpinePlugin/Public/spine-cpp/include" });
PrivateIncludePaths.AddRange(new string[] { "SpineEditorPlugin/Private", "SpinePlugin/Public/spine-c/include" }); PrivateIncludePaths.AddRange(new string[] { "SpineEditorPlugin/Private", "SpinePlugin/Public/spine-cpp/include" });
PublicDependencyModuleNames.AddRange(new string[] { PublicDependencyModuleNames.AddRange(new string[] {
"Core", "Core",

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@ -6,8 +6,8 @@ namespace UnrealBuildTool.Rules
{ {
public SpinePlugin(ReadOnlyTargetRules Target) : base(Target) public SpinePlugin(ReadOnlyTargetRules Target) : base(Target)
{ {
PublicIncludePaths.AddRange(new string[] { "SpinePlugin/Public", "SpinePlugin/Public/spine-c/include" }); PublicIncludePaths.AddRange(new string[] { "SpinePlugin/Public", "SpinePlugin/Public/spine-cpp/include" });
PrivateIncludePaths.AddRange(new string[] { "SpinePlugin/Private", "SpinePlugin/Public/spine-c/include" }); PrivateIncludePaths.AddRange(new string[] { "SpinePlugin/Private", "SpinePlugin/Public/spine-cpp/include" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RHI", "RenderCore", "ShaderCore", "RuntimeMeshComponent", "UMG", "Slate", "SlateCore" }); PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RHI", "RenderCore", "ShaderCore", "RuntimeMeshComponent", "UMG", "Slate", "SlateCore" });
OptimizeCode = CodeOptimization.Never; OptimizeCode = CodeOptimization.Never;
} }

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@ -1,5 +1,5 @@
# spine-ue4 # spine-ue4
The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.15+](https://www.unrealengine.com/). spine-ue4 is based on [spine-c](../spine-c). The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.15+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
## Licensing ## Licensing
@ -21,7 +21,7 @@ spine-ue4 does not support multiply and screen blending. spine-ue4 does not supp
1. Create a new Unreal Engine code project. You don't need to write C++, but the code project is needed for the plugin to compile. See the [Unreal Engine documentation](https://docs.unrealengine.com/latest/INT/) or have a look at the example in this repository. 1. Create a new Unreal Engine code project. You don't need to write C++, but the code project is needed for the plugin to compile. See the [Unreal Engine documentation](https://docs.unrealengine.com/latest/INT/) or have a look at the example in this repository.
2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above. 2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
3. Copy the `Plugins` folder from this directory to your new project's root directory. 3. Copy the `Plugins` folder from this directory to your new project's root directory.
4. Copy the folder `spine-runtimes/spine-c/spine-c` to your project's `Plugins/SpinePlugin/Source/SpinePlugin/Public/` folder. 4. Copy the folder `spine-runtimes/spine-cpp/spine-cpp` to your project's `Plugins/SpinePlugin/Source/SpinePlugin/Public/` folder.
5. Open the Unreal Project in the Unreal Editor 5. Open the Unreal Project in the Unreal Editor
See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine UE4 example. See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine UE4 example.
@ -31,5 +31,5 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
The Spine UE4 example works on all platforms supported by Unreal Engine. The Spine UE4 example works on all platforms supported by Unreal Engine.
1. Copy the `spine-c` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory. 1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
2. Open the SpineUE4.uproject file with Unreal Editor 2. Open the SpineUE4.uproject file with Unreal Editor