badlogic
8fe981cfe1
[ue4] Fixed up PR #1251 .
2019-01-23 16:42:38 +01:00
badlogic
c255347fb1
[ue4] Closes #1246 . Rewrote the way asset re-imports work and are signaled to the Spine components.
2019-01-22 16:00:43 +01:00
badlogic
4c9ec06083
[ue4] Updated sample project to require UE 4.21+. Fixed shadowing local variables. See #1250 .
2019-01-17 16:19:12 +01:00
Carlos Ibanez
b21ecba445
- (UE4) Changes meant to support PaperZD or any other external plugins which need to interface directly with the renderer.
...
- (UE4) Added skeleton animation caching on SkeletonRenderer to avoid
per tick searches which are costly. The skeleton animation component can
be setup externally.
- (UE4) Added bAutoPlays members to AnimationComponent, so the skeleton
doesn't update automatically if its needed.
- (UE4) Added SetPlaybackTime method to AnimationComponent.
2019-01-14 12:06:59 -03:00
soctty
6bea3e8e8f
Expose Dynamic Material Instances ( #1225 )
...
Moved atlasXBlendMaterials arrays to public namespace for accessibility at runtime.
See also:
https://github.com/EsotericSoftware/spine-runtimes/issues/1210
2018-12-17 15:05:53 +01:00
przemyslawlis
566afe6c57
[UE4] UBoneDriverComponent and UBoneFollowerComponent as USceneComponent ( #1175 )
...
* bone driver component as scene component
* bone follower component as scene component
2018-10-03 13:23:02 +02:00
badlogic
b2479bf7bf
[ue4] Updated example project to 4.20. Fixed re-import of skeletons, see #1177 .
2018-09-25 15:46:09 +02:00
Nick Pruehs
b67b2f098a
Expose collision generation for skeleons for Unreal 4 blueprints. ( #1167 )
2018-08-30 13:32:39 +02:00
Nick Pruehs
77ae166c99
Expose USpineAtlasAsset and USpineSkeletonDataAsset types for Unreal 4 blueprints. ( #1165 )
2018-08-30 13:31:36 +02:00
badlogic
8ebf1e34d6
[ue4] Fixed sample regarding flipX/flipY -> scaleX/scaleY, example projects require 4.18 now.
2018-07-24 16:13:49 +02:00
badlogic
77d495bc6d
[ue4] Ported flipX/flipY -> scaleX/scaleY change. See #1142 .
2018-07-24 15:16:23 +02:00
badlogic
fbe0692c4c
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-07-03 13:45:19 +02:00
badlogic
71c0887dab
[ue4] Added error dialogs when skeleton and atlas couldn't be loaded.
2018-07-03 12:14:59 +02:00
badlogic
4aceccc1ca
More UMG code, doesn't render.
2018-06-13 18:04:44 +02:00
badlogic
79e607a5f1
Added SpineSkeletonComponent::GetBones, closes #1082 .
2018-06-13 15:08:14 +02:00
badlogic
fbd8fa5bea
[ue4] Removed RuntimeMeshComponent. We use ProceduralMeshComponent now. Currently does not support two color tinting.
2018-06-07 15:44:51 +02:00
badlogic
94fe8d6c28
[ue4] Added ProceduralMeshComponent based skeleton renderer component.
2018-06-07 14:48:22 +02:00
badlogic
1454f8a97a
[ue4] Fixed up spine-cpp for use in UE4.
2018-06-06 15:44:09 +02:00
badlogic
781057ddb1
[ue4] First steps towards UMG widgets.
2018-03-28 17:03:11 +02:00
badlogic
0dc67709d2
[ue4] First steps toward two color tint
2017-05-22 19:34:58 +02:00
badlogic
4b4c3aba22
[ue4] Switched to the excellent RuntimeMeshComponent by Koderz. Gives greater flexibility regarding vertex format and a bit of a performance boost
2017-05-22 18:00:59 +02:00
badlogic
7c852570a5
[ue4] Added clipping.
2017-04-29 14:00:28 +02:00
badlogic
d4ae3dfe71
[ue4] Pass dark color via tangent attribute. Can't seem to access that in material
2017-03-16 15:59:54 +01:00
badlogic
6d9dcaeb92
[ue4] Added Color property to SkeletonRendererComponent. The value of that property will be set on the underlying spSkeleton->color and allows tinting of the skeleton instance.
2017-03-15 12:59:35 +01:00
shiverbrock
4502a432da
[ue4] Made compiling in VS work; defined behavior for GetTrackEntry() ( #836 )
...
* Added include so that compiling in VS works.
* Actually defined behavior for GetTrackEntry()
2017-02-21 11:26:07 +01:00
badlogic
c71e1dd57e
[ue4] More samples
2017-01-23 15:19:14 +01:00
badlogic
f7f5f3a71f
[ue4] Better category names
2016-12-21 16:01:27 +01:00
badlogic
6d21a0183b
[ue4] Changes to example map.
2016-12-20 10:57:27 +01:00
badlogic
7b27ecda89
[ue4] Fixed license headers
2016-12-15 13:52:44 +01:00
badlogic
014e8d4425
[ue4] Removed runtime mesh component dependency, using procedural mesh component again. All samples are broken because of serialization issues.
2016-12-15 10:32:11 +01:00
badlogic
00b9ae60eb
[ue4] Added RuntimeMeshComponent for better performance and debugging. Added blending test scene. Fixed renderer component, can do normal and additive blending, mulit-page atlases
2016-12-14 16:57:09 +01:00
badlogic
74850f67a3
[ue4] render component actually only renders first sub section. Bug in procedural mesh component?
2016-12-14 12:31:38 +01:00
badlogic
277920b7fa
[ue4] Reworked material generation so we can implement (most) blend modes
2016-12-14 11:32:47 +01:00
badlogic
84766e3a99
[ue4] Fixed delegatepocalypse when callin InternalTick in BP functions. Added bone driver component, still freaking out like crazy.
2016-12-13 16:39:33 +01:00
badlogic
8287e90298
[ue4] Added bone follower component, fixed up SkeletonComponent::SetBoneWorldPosition
2016-12-13 14:54:17 +01:00
badlogic
c66088a3f2
[ue4] Fixed SpineSkeletonComponent::GetBoneWorldTransform :D
2016-12-13 12:06:27 +01:00
badlogic
724fdf13c0
[ue4] Exposed more functionality in blueprints. Added more assets and test blueprints to excercise functionality
2016-12-12 15:10:44 +01:00
badlogic
064303c77e
[ue4] Added specifying mixing durations in skeleton data asset via editor or in code
2016-12-09 17:28:08 +01:00
badlogic
ff5792a96f
[ue4] Added missing event delegates, exposed spEvent via USpineEvent wrapper
2016-12-09 13:43:39 +01:00
badlogic
daca67f78a
[ue4] Added ability to listen for animation events on both the animation state and individual track entries.
2016-12-07 17:06:23 +01:00
badlogic
08db67ba1c
[ue4] Trying to get events working on UTrackEntry wrappers
2016-12-07 16:47:07 +01:00
badlogic
05f5bbeb1e
[ue4] Switched FTrackEntry to a UObject, should allow us to break it in blueprint editor
2016-12-06 16:13:35 +01:00
badlogic
f2e364be3e
[ue4] Refactored skeleton component into two classes, one holding the skeleton, another adding an animation state. Fixed up renderer to be able to deal with both.
2016-12-06 13:37:15 +01:00
badlogic
fc1676c592
[ue4] First few steps with blueprints.
2016-12-01 16:51:13 +01:00
badlogic
f31c298528
[ue4] Initial set of blueprint functions
2016-12-01 14:33:48 +01:00
badlogic
a46839336a
[ue4] Fixed spaces -> tabs
2016-12-01 14:10:27 +01:00
badlogic
dbc9c9fb5d
[ue4] Clean up, tabs need fixing
2016-12-01 13:52:03 +01:00
badlogic
315dfe37ee
[ue4] Multi-page atlases and instanced materials working as intended! Only blend modes and functions for blueprints left!
2016-11-30 18:29:25 +01:00
badlogic
aff9558f8d
[ue4] Tried to fix memory corruption, still not working. Added default material support, needs instancing. Added mesh attachment support
2016-11-30 16:38:16 +01:00
badlogic
27926682d6
[ue4] Start anew
2016-11-29 14:36:39 +01:00