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
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
3c06a0881f
[ue4] Clean-up of assets and build scripts.
2019-01-17 16:35:03 +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
badlogic
85139aed5f
[ue4] fixed up header.
2018-10-03 22:05:40 +02:00
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
e7058b225c
[ue4] Fixed include paths, closes #1189 .
2018-10-03 13:21:43 +02:00
badlogic
6f486a03a1
[ue4] Reverted re-import fix, lead to memory corruption...
2018-09-28 17:54:27 +02:00
badlogic
a653a0a412
[ue4] Fixed up editor plugin build file.
2018-09-25 15:47:42 +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
a7debf8bcd
[ue4] Partial fix for #1150 .
2018-08-13 14:08:46 +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
6bcdd45a05
Merge branch '3.7-beta' into 3.7-beta-cpp
2018-07-18 14:56:55 +02:00
badlogic
0150cf5e2d
[ue4] Don't render invisible skeletons/slots/attachments.
2018-07-18 14:42:57 +02:00
badlogic
b0c88b2322
Fixed up build for UE 4.20 preview 5. Packaging compiler flags are more strict than editor compiler flags...
2018-07-13 14:27:34 +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
048afd8e09
More changes to CHANGELOG.
2018-06-11 14:58:06 +02:00
badlogic
4273b798f3
[ue4] Added commented build line in plugin Build.cs for UE 4.20. Updated C++ sample.
2018-06-08 15:40:14 +02:00
badlogic
d3c104c20b
[ue4] Final clean-up.
2018-06-08 14:58:02 +02:00
badlogic
ca6a6fc930
Updated all READMEs.
2018-06-08 14:18:51 +02:00
badlogic
188cb5908c
[ue4] Disabled collision mesh generation. Both ProceduralMeshComponent and RuntimeMeshComponent produce a gazillion PhysiX files in the derived data cache. There is no work-around apart from creation collision shapes manually and attaching them to the default scene component of an actor.
2018-06-07 16:45:47 +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
77d4dd5a41
[ue4] Modified Atlas so it exposes it's methods across shared libs. Everything in UE4 is compiling now.
2018-06-06 16:46:50 +02:00
badlogic
1454f8a97a
[ue4] Fixed up spine-cpp for use in UE4.
2018-06-06 15:44:09 +02:00
badlogic
42344c90b3
[ue4] Fixed up build system and README.
2018-06-05 15:10:30 +02:00
badlogic
acca89688d
[ue4] Fixes FMemory::Free crash. Still unsure why this is happening. Possibly cross-DLL allocation/free.
2018-04-17 11:50:51 +02:00
badlogic
781057ddb1
[ue4] First steps towards UMG widgets.
2018-03-28 17:03:11 +02:00
badlogic
0c02bace47
[c][ue4] Don't redefine DLLIMPORT/EXPORT on Android. See #1088
2018-03-20 15:04:19 +01:00
Pieter Vantorre
a94d2f3c34
Don't use UE4 allocators in editor mode
2018-03-20 12:33:22 +01:00
Pieter Vantorre
f89f3fad21
Use UE4's memory management functions.
...
This fixes unexpected behavior on certain platforms for which
UE4 specifically limits the maximum allocation size of malloc
in favor of using optimized allocation schemes.
2018-03-20 09:21:47 +01:00
badlogic
33a00182ff
[ue4] Need to temporarily disable queue draining of animation state when setting or adding new animations. Closes #1037
2017-11-10 11:13:33 +01:00
badlogic
77221b4cee
[ue4] SkeletonRendererComponent now generates collision meshes by default.
2017-10-12 15:39:58 +02:00
badlogic
91d44b29fd
[c] Introduced SP_API macro so we can use __declspec on MSVC. [ue4] Clean-up, minor improvements.
2017-08-29 15:19:33 +02:00