[ue4] SkeletonRendererComponent now generates collision meshes by default.

This commit is contained in:
badlogic 2017-10-12 15:39:58 +02:00
parent 14108679bb
commit 77221b4cee
7 changed files with 2 additions and 1 deletions

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@ -84,6 +84,7 @@
* Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed.
* Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files!
* spine-c is now exposed from the plugin shared library on Windows via __declspec.
* `SkeletonRenderComponent` now generates collision meshes by default.
## C#
* **Breaking changes**

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@ -178,7 +178,7 @@ void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices
verts.Add(FRuntimeMeshVertexTripleUV(Vertices[i], FVector(), FVector(), Colors[i], Uvs[i], FVector2D(Colors2[i].X, Colors2[i].Y), FVector2D(Colors2[i].Z, 0)));
}
CreateMeshSection(Idx, verts, Indices);
CreateMeshSection(Idx, verts, Indices, true);
// CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, darkRG, Colors, TArray<FRuntimeMeshTangent>(), false);
Vertices.SetNum(0);