• Runtimes
  • Spine animation BP Unreal

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How can I do it so that spine animations can be controlled from the Animate Blueprint? Because taking into account 10,000 conditions in a character blueprint is a nightmare and at some point it no longer makes sense. Thx
https://i.imgur.com/cQoJ9r0.png

I'm afraid using Animation Blueprints is only possible with Skeletal Meshes.

What you could do is create a normal Blueprint (or C++ code) setup that actually models a state-machine, storing the current state it is in, performing transitions accordingly and upon entering a new state calling SetAnimation() on your Spine Skeleton Animation component.

Harald написал

I'm afraid using Animation Blueprints is only possible with Skeletal Meshes.

What you could do is create a normal Blueprint (or C++ code) setup that actually models a state-machine, storing the current state it is in, performing transitions accordingly and upon entering a new state calling SetAnimation() on your Spine Skeleton Animation component.

thx....