[ue4] Materials on SkeletonRendererComponent are now blueprint read and writeable. This allows setting dynamic material instances at runtime. Closes #1516.

This commit is contained in:
badlogic 2019-10-09 14:24:37 +02:00
parent f68ac18a82
commit 60f600ac7a

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@ -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