70 Commits

Author SHA1 Message Date
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
b43fbdd4ce [ue4] Fix private include in SpineWidget.h. Closes #1538. 2019-10-31 17:55:57 +01:00
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
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
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
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
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
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
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
badlogic
4ba46d76e8 [ue4] Extended skeleton data editor preview. It now shows bones, slots, animations, and skins. Closes #1047. 2019-03-06 16:21:27 +01:00
badlogic
75f21f846c [ue4] Query methods for SpineSkeletonComponent and UTrackEntry. Closes #1289. 2019-03-06 15:11:24 +01:00
badlogic
af0b285c73 [ue4] Fix formatting. 2019-03-06 12:01:24 +01:00
Carlos Ibanez
3151f1abbb - Added support for external tools.
- Added UpdateRenderer method, that allows to pass a custom Skeleton and
can be called externally.
2019-02-11 13:33:50 -03:00
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