Hello hello!
I'm working with Spine (4.0.64) in Unreal (4.27.2) with the newest spine-cpp and spine-ue4 runtimes and I'm running into some problems with the UMG UI widget.
Specifically trying to load a spine animation into an empty Spine Widget (i.e. one that doesn't have any Atlas or Skeleton Data set at runtime). When I do (using the blueprint nodes below) nothing happens, the widget continues to be blank.
I've confirmed that they do get set using the Widget Reflector in Unity. I'm guessing I need to run some kind of initialization or something?
To add some more info, I was hoping to be able to use Unreal DataTables to store relevant information about spine animations. The row struct is as follows, which is what is being passed into the custom event in the picture above.
USTRUCT(BlueprintType)
struct FNpcAnimations : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString NpcName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString AccompanyingBackgroundAnimation;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSoftObjectPtr<USpineAtlasAsset> SpineAtlasAsset;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSoftObjectPtr<USpineSkeletonDataAsset> SpineSkeletonDataAsset;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FNpcAnimationInfo> BackgroundAnimations;
};