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Expose Dynamic Material Instances (#1225)
Moved atlasXBlendMaterials arrays to public namespace for accessibility at runtime. See also: https://github.com/EsotericSoftware/spine-runtimes/issues/1210
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@ -47,6 +47,7 @@ public:
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virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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// Material Instance parents
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface* NormalBlendMaterial;
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UMaterialInterface* NormalBlendMaterial;
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@ -59,6 +60,23 @@ public:
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface* ScreenBlendMaterial;
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UMaterialInterface* ScreenBlendMaterial;
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// Need to hold on to the dynamic instances, or the GC will kill us while updating them
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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float DepthOffset = 0.1f;
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float DepthOffset = 0.1f;
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@ -79,23 +97,6 @@ protected:
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void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic* Material);
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void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic* Material);
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// Need to hold on to the dynamic instances, or the GC will kill us while updating them
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UPROPERTY()
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TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
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UPROPERTY()
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TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
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UPROPERTY()
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TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
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UPROPERTY()
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TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
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spine::Vector<float> worldVertices;
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spine::Vector<float> worldVertices;
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spine::SkeletonClipping clipper;
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spine::SkeletonClipping clipper;
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};
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};
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