From 60f600ac7a947aaceafa89bdeee0147eb1c4f9d1 Mon Sep 17 00:00:00 2001 From: badlogic Date: Wed, 9 Oct 2019 14:24:37 +0200 Subject: [PATCH] [ue4] Materials on SkeletonRendererComponent are now blueprint read and writeable. This allows setting dynamic material instances at runtime. Closes #1516. --- .../SpinePlugin/Public/SpineSkeletonRendererComponent.h | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) 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