182 Commits

Author SHA1 Message Date
Harald Csaszar
9032040503 [ue4] Generated normals are now correctly being flipped at back-faces. Closes #1830. 2021-01-14 20:42:43 +01:00
Harald Csaszar
a088270186 [ue4] Modifying parent materials (of the four blend modes) updates material instances again. Closes #1791. 2021-01-12 20:18:23 +01:00
badlogic
e31b7d581f [ue4] Closes #1671, only import Spine specific .json files. 2020-08-26 15:53:34 +02:00
badlogic
402ef55141 [ue4] Closes #1707 and related issues
UspineSkeletonDataAsset would only retain mapping from one spine::Atlas to a single spine::SkeletonData internally. If two SkeletonAnimationComponents reference the same skeleton data asset, but different (or invalid atlases), the old skeleton data gets destroyed. If the atlas and skeleton data don't match, then a previously created animation component may now hold on to a reference to destroyed skeleton data, triggering a crash.
2020-08-26 15:29:37 +02:00
Mario Zechner
70e7519813 [ue4] Apply V1 default settings in build.cs only for UE 4.24 and later. Previous versions don't have that setting. Closes #1631. 2020-03-30 16:22:15 +02:00
Mario Zechner
7089947ecc [ue4] Updated example project to UE 4.24.3. Fixed up plugin module headers and build.cs files to conform to the new UBT rules. We use the V1 default settings for now, to keep compatibility with older UE4 versions. 2020-03-30 15:55:13 +02:00
badlogic
b67bf992a0 Single bone IK fix and license header update. Closes #1580, closes #1581. 2019-12-20 12:20:46 +01:00
badlogic
c0699e23a0 [ue4] Added blueprint node for SpineWidget and SpineSkeletonComponent. Expects an array of skin names. Creates a new spine::Skin internally from those skins and applies it to the skeleton. Closes #1416, closes #1534. 2019-12-19 16:02:46 +01:00
badlogic
11d32da100 [ue4] Subclass FSlateBrush directly and do not clean up resources manually. The FSlateMaterialBrush implementation in UE 4.22 and below wrongfully frees resources it should not, leading to flickering artifacts on mobile. This was fixed in UE 4.23.1+. The fix in this commits emulates the engine source fix for lower UE4 versions. Closes #1458. 2019-11-21 16:35:55 +01:00
badlogic
8362074681 [ue4] Null check for track entry at specific index. Closes #1548. 2019-11-19 15:28:32 +01:00
badlogic
b43fbdd4ce [ue4] Fix private include in SpineWidget.h. Closes #1538. 2019-10-31 17:55:57 +01:00
badlogic
366178e730 [ue4] Update example project to UE 4.23, update README.md. 2019-10-23 16:12:15 +02:00
badlogic
83f6accde4 [ue4] Fixed multiple tracks example. 2019-10-09 15:31:54 +02:00
badlogic
b4a1f6978b [ue4] Added missing null check in bone driver component. Closes #1517. 2019-10-09 14:48:16 +02:00
badlogic
3579d13188 [ue4] Fixed bone driver example map. See #1513. 2019-10-09 14:39:43 +02:00
badlogic
60f600ac7a [ue4] Materials on SkeletonRendererComponent are now blueprint read and writeable. This allows setting dynamic material instances at runtime. Closes #1516. 2019-10-09 14:24:37 +02:00
badlogic
6f0cf68681 [ue4] Clipping slot wasn't checked in all early loop exits. Closes #1494. 2019-09-16 15:25:54 +02:00
NathanSweet
842dffbd83 [all] Source clean up, formatting, and tabs for indentation. 2019-08-27 15:57:14 +02:00
badlogic
706c01de00 [ue4] Closes #1425, scratch buffer in renderer would eventually also turn into output buffer of clipper due to incorrect assignment of array. 2019-08-02 16:16:21 +02:00
badlogic
698715789f [ue4] Fixed #1421, SlateIndex is 32-bit on the desktop and 16-bit on mobile. Memcpy assumed 32-bit. 2019-07-30 15:33:10 +02:00
badlogic
f8f495524e Updated example exports, fixed up example projects with mix-and-match skin api demo. 2019-07-09 13:47:05 +02:00
badlogic
f6f3ed9542 [ue4] SpineSkeletonRendererComponent explicitely generates normals now. Added SpineLitNormalMaterial, a masked material for use with UE4s lighting. 2019-06-26 16:19:58 +02:00
badlogic
bbce5b915d Updated README.mds. 2019-06-26 13:53:12 +02:00
badlogic
ae1ba0d9c4 [ue4] Updated assets to use latest format. 2019-06-21 16:55:56 +02:00
badlogic
6850a019ec Updated examples again, final binary format change. 2019-06-19 18:02:20 +02:00
badlogic
5f13f1b8e6 Exported all examples with 3.8.25-beta to include file format changes in .json and .skel files. 2019-06-19 16:56:47 +02:00
badlogic
48fd1024c0 [ue4] Fixed re-import of atlas page textures. 2019-06-06 18:48:07 +02:00
badlogic
df310af0bc [ue4] Added warning if data version can't be loaded by runtime version. Fixed up skin bone requirements in renderer. Cleaned up examples. 2019-06-06 17:55:15 +02:00
badlogic
4f3d2d8057 Merge branch '3.7' into 3.8-beta 2019-05-03 10:53:34 +02:00
badlogic
849e9acc7e Updated READMEs. 2019-05-03 10:51:33 +02:00
badlogic
09130b15df Merge branch '3.7' into 3.8-beta 2019-05-02 11:43:36 +02:00
badlogic
7f7e5f0fec Updated license headers and LICENSE files. 2019-05-02 11:38:19 +02:00
badlogic
4812fe6d73 [ue4] Updated test scene. 2019-04-26 14:46:57 +02:00
badlogic
145aaf27ce [ue4] Skeletons in SpineWidget are centered now. Closes #1329. 2019-04-17 16:28:25 +02:00
badlogic
64542d92cc [ue4] Fixed scaling and rendering of widget. SpineWidget has an additional field Scale that can be used to size a skeleton in a widget in a addition to the default sizing based on the setup pose bounds. 2019-04-12 17:11:46 +02:00
badlogic
bf0999e202 [ue4] Fix crash related to multi-cast delegates. Re-used the event callback for SkeletonAnimationComponent. That cast the rendering object to that class, when the class is really SpineWidget. Lead to various mystery crashes. 2019-04-12 16:17:11 +02:00
badlogic
8ca8012804 [ue4] Fixed widget test. Needs to be added to viewport. Designer view does NOT preview blueprint actions... 2019-04-11 16:31:44 +02:00
badlogic
262f2d8aa6 Merge branch '3.7' into 3.8-beta 2019-04-08 18:04:27 +02:00
badlogic
4f0b7bef2c [ue4] Fixed UE 4.22 linker error. IMPLEMENT_MODULE macro changed. No mention of this in the UE changelog. 2019-04-08 18:04:08 +02:00
badlogic
35edb7922e [ue4] Remove dependency on RHI, RenderCore, and ShaderCore. Still doesn't work with UE 4.22 as symbol names generator in UBT seems broken. Linker can't find editor plugin symbols. 2019-04-08 17:47:42 +02:00
badlogic
0ab491491b [ue4] Added test scenes and blueprints. 2019-03-29 16:57:05 +01:00
badlogic
39195fd710 [ue4] Port of SkeletonAnimationComponent to SpineWidget. Tick needs to be explicitely called by user in blueprint. 2019-03-29 16:55:22 +01:00
badlogic
cdaef06850 [ue4] Port of SkeletonComponent to SpineWidget.2 2019-03-29 16:00:51 +01:00
badlogic
461c7231b2 [ue4] Rewrite user changes. Need to duplicate code from SkeletonComponent and SkeletonAnimationComponent. 2019-03-29 15:31:36 +01:00
unreal_netfly
78a5d850a7 Fix Widget rendering error 2019-03-21 09:53:51 +08:00
badlogic
79e4f9ca69 [ue4] Only show preview animation and skin in editor viewports. 2019-03-08 16:37:22 +01:00
badlogic
8018bdfa23 [ue4] Rename category of preview properties. 2019-03-07 18:10:19 +01:00
badlogic
8185418319 [ue4] Fixed encoding of strings where necessary. Closes #1291. 2019-03-07 17:22:30 +01:00
badlogic
dcce71416f [ue4] Fixed call order of SpineSkeletonImportFactory, asset file name must be set before setting raw data. Fixes issue with importing .json files. See #1291. 2019-03-07 16:31:15 +01:00
badlogic
cef191f6c6 [ue4] Fixed segfault in SpineSkeletonDataAsset. Added PreviewAnimation and PreviewSkin to SpineSkeletonAnimationComponent. Enter the name of an animation or skin and it will be previewed live in the editor view. Use an empty string to reset the animation or skin. 2019-03-06 16:54:47 +01:00