diff --git a/spine-ue4/Content/GettingStarted/02-complex-animation.umap b/spine-ue4/Content/GettingStarted/02-complex-animation.umap index 5b93bf702..79d7941ac 100644 Binary files a/spine-ue4/Content/GettingStarted/02-complex-animation.umap and b/spine-ue4/Content/GettingStarted/02-complex-animation.umap differ diff --git a/spine-ue4/Content/GettingStarted/04-basic-controls.umap b/spine-ue4/Content/GettingStarted/04-basic-controls.umap index 145cf67a4..232d96185 100644 Binary files a/spine-ue4/Content/GettingStarted/04-basic-controls.umap and b/spine-ue4/Content/GettingStarted/04-basic-controls.umap differ diff --git a/spine-ue4/Content/GettingStarted/Blueprints/ControlledSpineboy_Blueprint.uasset b/spine-ue4/Content/GettingStarted/Blueprints/ControlledSpineboy_Blueprint.uasset index 80b03267e..1c32773eb 100644 Binary files a/spine-ue4/Content/GettingStarted/Blueprints/ControlledSpineboy_Blueprint.uasset and b/spine-ue4/Content/GettingStarted/Blueprints/ControlledSpineboy_Blueprint.uasset differ diff --git a/spine-ue4/Content/GettingStarted/Blueprints/SpineBoy_Blueprint.uasset b/spine-ue4/Content/GettingStarted/Blueprints/SpineBoy_Blueprint.uasset index b082a0339..0f1bdcee4 100644 Binary files a/spine-ue4/Content/GettingStarted/Blueprints/SpineBoy_Blueprint.uasset and b/spine-ue4/Content/GettingStarted/Blueprints/SpineBoy_Blueprint.uasset differ diff --git a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp index f07e5757c..9ac6df3c7 100644 --- a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp +++ b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp @@ -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 &Bones) { diff --git a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h index daf53def1..5735ef0b0 100644 --- a/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h +++ b/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h @@ -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 &Bones); diff --git a/spine-ue4/README.md b/spine-ue4/README.md index c0993c1d3..7d5e0e5b3 100644 --- a/spine-ue4/README.md +++ b/spine-ue4/README.md @@ -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 diff --git a/spine-ue4/SpineUE4.uproject b/spine-ue4/SpineUE4.uproject index dbd7825f0..2c459516f 100644 --- a/spine-ue4/SpineUE4.uproject +++ b/spine-ue4/SpineUE4.uproject @@ -1,6 +1,6 @@ { "FileVersion": 3, - "EngineAssociation": "4.17", + "EngineAssociation": "4.18", "Category": "", "Description": "", "Modules": [