[ue4] Fixed sample regarding flipX/flipY -> scaleX/scaleY, example projects require 4.18 now.

This commit is contained in:
badlogic 2018-07-24 16:13:49 +02:00
commit 8ebf1e34d6
8 changed files with 17 additions and 17 deletions

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@ -149,26 +149,26 @@ void USpineSkeletonComponent::SetSlotsToSetupPose () {
if (skeleton) skeleton->setSlotsToSetupPose();
}
void USpineSkeletonComponent::SetFlipX (bool flipX) {
void USpineSkeletonComponent::SetScaleX (float scaleX) {
CheckState();
if (skeleton) skeleton->setFlipX(flipX);
if (skeleton) skeleton->setScaleX(scaleX);
}
bool USpineSkeletonComponent::GetFlipX() {
float USpineSkeletonComponent::GetScaleX() {
CheckState();
if (skeleton) return skeleton->getFlipX();
return false;
if (skeleton) return skeleton->getScaleX();
return 1;
}
void USpineSkeletonComponent::SetFlipY(bool flipY) {
void USpineSkeletonComponent::SetScaleY(float scaleY) {
CheckState();
if (skeleton) skeleton->setFlipY(flipY);
if (skeleton) skeleton->setScaleY(scaleY);
}
bool USpineSkeletonComponent::GetFlipY() {
float USpineSkeletonComponent::GetScaleY() {
CheckState();
if (skeleton) return skeleton->getFlipY();
return false;
if (skeleton) return skeleton->getScaleY();
return 1;
}
void USpineSkeletonComponent::GetBones(TArray<FString> &Bones) {

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@ -79,16 +79,16 @@ public:
void SetSlotsToSetupPose();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetFlipX(bool flipX);
void SetScaleX(float scaleX);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool GetFlipX();
float GetScaleX();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetFlipY(bool flipY);
void SetScaleY(float scaleY);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool GetFlipY();
float GetScaleY();
UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
void GetBones(TArray<FString> &Bones);

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@ -1,5 +1,5 @@
# spine-ue4
The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.17+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.18+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
## Licensing
@ -29,7 +29,7 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
## Example
### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
The Spine UE4 example works on all platforms supported by Unreal Engine.
The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.18.
1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
2. Open the SpineUE4.uproject file with Unreal Editor

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@ -1,6 +1,6 @@
{
"FileVersion": 3,
"EngineAssociation": "4.17",
"EngineAssociation": "4.18",
"Category": "",
"Description": "",
"Modules": [