catdsnny

We have a number of characters being imported to Unreal, all of which are fine except one - its about 25% of the size of the others. Any hints on what to look for? Thanks!
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catdsnny
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Mario

Are you using the UMG SpineWidget or SpineSkeletonComponent? What export settings did you use? Can you create a simple map and add an actor for each of the skeletons you are showing, as a counter check versus your more complex game map?
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Mario

Mario
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catdsnny

I'm using UMG spine widget

Creating a new widgetBP with nothing else yields the same thing

The four other characters are fine - the issue is specific to this character

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I had the artist remove all the effects that were attached to that character and that fixed it, so it looks like it has something to do with a scaling factor on one of the effects that is being applied to the root of the character.
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catdsnny
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Mario

Ahh, yes, explains it. The SpineWidget has to guess at the initial bounding box and thus size of the skeleton. It does so by taking the setup pose bounding box:
https://github.com/EsotericSoftware/spine-runtimes/blob/4.0/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SSpineWidget.cpp#L72

The bounding box is based on all visible attachments underneath active bones:
https://github.com/EsotericSoftware/spine-runtimes/blob/4.0/spine-cpp/spine-cpp/src/spine/Skeleton.cpp#L434

Assuming your artists have effects under a bone, you could simply disable the bone in the setup pose so the attachments underneath it aren't counted against the setup pose bounding box.
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Mario

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