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[ue4] SkeletonRendererComponent now generates collision meshes by default.
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@ -84,6 +84,7 @@
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* Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed.
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* Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files!
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* spine-c is now exposed from the plugin shared library on Windows via __declspec.
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* `SkeletonRenderComponent` now generates collision meshes by default.
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## C#
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* **Breaking changes**
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spine-ue4/Content/Test/Blueprints/Cube_Blueprint.uasset
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spine-ue4/Content/Test/Blueprints/Cube_Blueprint.uasset
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spine-ue4/Content/Test/Blueprints/TouchClick.uasset
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spine-ue4/Content/Test/Blueprints/TouchClick.uasset
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spine-ue4/Content/Test/Blueprints/TouchPlayer.uasset
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spine-ue4/Content/Test/Blueprints/TouchPlayer.uasset
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@ -178,7 +178,7 @@ void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices
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verts.Add(FRuntimeMeshVertexTripleUV(Vertices[i], FVector(), FVector(), Colors[i], Uvs[i], FVector2D(Colors2[i].X, Colors2[i].Y), FVector2D(Colors2[i].Z, 0)));
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}
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CreateMeshSection(Idx, verts, Indices);
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CreateMeshSection(Idx, verts, Indices, true);
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// CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, darkRG, Colors, TArray<FRuntimeMeshTangent>(), false);
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Vertices.SetNum(0);
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