Hello,
I tried switching the skin on UE4 runtime, but it doesn't replace some attachments.
When I call the SetSkin function for the first time, this works perfectly. But when I call the function again with another skin, the result was not like expected. (Please see the second image.)
I'm using the latest ue4-runtime plugin from GitHub as of today (689daa147ae0da9d3d38e87735875d1d236ad36d).
Is there any workaround for this problem?
UE4 version: UE 4.27.2 (built from source)
Spine: 4.0.61
Thanks,
Toru
Pagina 1 di 1
torus
Non hai i permessi necessari per visualizzare i file allegati in questo messaggio.
11 months ago
- torus
- Messaggi: 10
Mario
For more complex skin setups like in the mix & match example, you also need to call the
In this case, the reason is that the girl skin sets an attachment on a slot, for which the boy skin has no attachment. When you set the new skin, the attachments for slots of the old skin that are not in the new skin are retained.
Set Slots to Setup Pose
blueprint node after calling the Set Skin
node: spine-ue4 Runtime Documentation: Resetting to Setup PoseIn this case, the reason is that the girl skin sets an attachment on a slot, for which the boy skin has no attachment. When you set the new skin, the attachments for slots of the old skin that are not in the new skin are retained.
11 months ago
-
Mario - Messaggi: 3274
torus
Hi Mario,
It worked! Thanks!
It worked! Thanks!
11 months ago
- torus
- Messaggi: 10
Mark topic unread
• Pagina 1 di 1
Torna a Runtimes
- Tutti gli orari sono UTC