Merge branch '3.6' into 3.7-beta

This commit is contained in:
badlogic 2017-07-04 11:21:51 +02:00
commit 4b2d233807
5 changed files with 72 additions and 1 deletions

2
.gitignore vendored
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@ -107,3 +107,5 @@ spine-ue4/SpineUE4.VC.opendb
spine-ue4/SpineUE4.VC.db
spine-ue4/SpineUE4.sln
spine-ue4/SpineUE4.VC.db
spine-ue4/.vs/
spine-ue4/SpineUE4.VC.VC.opendb

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@ -6,7 +6,8 @@ public class SpineUE4 : ModuleRules
{
public SpineUE4(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "SpinePlugin" });
PublicIncludePaths.AddRange(new string[] { "SpinePlugin/Public", "SpinePlugin/Classes" });
PrivateDependencyModuleNames.AddRange(new string[] { });

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@ -0,0 +1,37 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SpineUE4.h"
#include "SpineSkeletonAnimationComponent.h"
#include "SpineboyCppPawn.h"
// Sets default values
ASpineboyCppPawn::ASpineboyCppPawn()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ASpineboyCppPawn::BeginPlay()
{
Super::BeginPlay();
USpineSkeletonAnimationComponent* animation = FindComponentByClass<USpineSkeletonAnimationComponent>();
animation->SetAnimation(0, FString("walk"), true);
}
// Called every frame
void ASpineboyCppPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ASpineboyCppPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

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@ -0,0 +1,31 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "SpineboyCppPawn.generated.h"
UCLASS()
class SPINEUE4_API ASpineboyCppPawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ASpineboyCppPawn();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};