Good evening.

Is it possible to control the position of the bone from the UE blueprint?

For example, controlling the position of the face or eyes so that the mouse moves in the game, and the face or pupils follow it.

Create a bone in the spine, bind transform constraint to it and move it in the game to control something.

You have already created a get bone transform node for me, I am very grateful.

Thank you for the wonderful program)

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Good evening!

Yes, it is possible to control the position of a bone from the UE blueprint in Spine. You can use the GetBoneWorldTransform and SetBoneWorldPosition functions in C++ to manipulate bone positions. For blueprints, you can use the nodes provided in the spine-ue4 runtime to get and set bone transforms. This allows you to create interactive elements, such as having a character's face or pupils follow the mouse movement in the game. You can bind a transform constraint to a bone in Spine and then control it in the game to achieve the desired effect.

Thank you for your kind words about the program!

This is all for working in widgets UMG.

Blueprint Actor has everything, everything works.

Can you please add similar functionality to widgets UMG?

  • Misaki ha risposto a questo messaggio

    Cream It would certainly be useful to have GetBoneWorldTransform and SetBoneWorldPosition available in the Spine Widget as well, so I have created an issue for future enhancement:
    EsotericSoftware/spine-runtimes2688
    You can subscribe to this issue ticket to receive notifications when there is any progress on this issue.

    • Cream ha risposto a questo messaggio
    • Cream ha messo mi piace.
      15 giorni dopo

      Misaki I hope you haven't forgotten about me)

      A feature would come in handy soon to make a trailer for the game)

      • Misaki ha risposto a questo messaggio

        Cream Don't worry, we regularly check the issues on our GitHub repository and will respond eventually. However, the spine-ue runtime is currently maintained by Mario, who also maintains several other spine runtimes, so unfortunately we can't always focus on spine-ue. If you are planning to do some work once we have implemented it, it would be better not to wait for us, but to continue your work using the workarounds that you can do with the features that are currently available.

        • Cream ha risposto a questo messaggio

          Misaki Thank you for your work)

          I found a workaround, several animations and switch between them, and the mixing makes a smooth transition.

          I have never regretted using your wonderful program)