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Expose collision generation for skeleons for Unreal 4 blueprints. (#1167)
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@ -169,7 +169,7 @@ void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices
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if (Vertices.Num() == 0) return;
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if (Vertices.Num() == 0) return;
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SetMaterial(Idx, Material);
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SetMaterial(Idx, Material);
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CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, Colors, TArray<FProcMeshTangent>(), false);
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CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, Colors, TArray<FProcMeshTangent>(), bCreateCollision);
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Vertices.SetNum(0);
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Vertices.SetNum(0);
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Indices.SetNum(0);
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Indices.SetNum(0);
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@ -68,6 +68,10 @@ public:
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FLinearColor Color = FLinearColor(1, 1, 1, 1);
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FLinearColor Color = FLinearColor(1, 1, 1, 1);
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/** Whether to generate collision geometry for the skeleton, or not. */
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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bool bCreateCollision;
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virtual void FinishDestroy() override;
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virtual void FinishDestroy() override;
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protected:
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protected:
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