soyagok11

Hi,


Unreal Engine's Spine Widget draws correctly if there's no skin, but while there's skin it draws nothing.


I tested with 'Mix and Match' project, but it also fails to draw.


Please check this problem.


Thank you.
soyagok11
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Harald

Please note that the default skin is selected by default, and also previewed. If the default skin is empty, nothing is shown by default. The default skin is empty when your custom skins have no overlapping attachments that are visible at all skins. At the mix-and-match asset this is the case. To see one of the skins in preview, set the Preview Skin parameter to e.g. full-skins/boy.
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Harald

Harri
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soyagok11

Harald писал(а):Please note that the default skin is selected by default, and also previewed. If the default skin is empty, nothing is shown by default. The default skin is empty when your custom skins have no overlapping attachments that are visible at all skins. At the mix-and-match asset this is the case. To see one of the skins in preview, set the Preview Skin parameter to e.g. full-skins/boy.
How can I set PreviewSkin parameter at Widget Blueprint?


Blueprint has PreviewSkin parameter, but widget blueprint doesn't.


And Only I encountered rendering problem with spine widget. With same spine character and codes, blueprint works perfect but spine widget draws nothing, both at widget preview and play in editor.


I used simple code like below. Is there missed code or something?



화면 캡처 2021-02-06 002751.png


화면 캡처 2021-02-06 004304.png



Also there's something strange things, that when I link exec pin at EventPreConstruct Node and change Scale at editor, skin shows up. But when press compile it disappear.
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soyagok11
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Harald

Sorry, I must have read your initial posting too quickly. We will have a look at it, thanks for reporting!

---

I have opened an issue ticket here where you can subscribe to receive notifications upon any updates:
https://github.com/EsotericSoftware/spine-runtimes/issues/1845
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Harald

Harri
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soyagok11

Harald писал(а):Sorry, I must have read your initial posting too quickly. We will have a look at it, thanks for reporting!

---

I have opened an issue ticket here where you can subscribe to receive notifications upon any updates:
https://github.com/EsotericSoftware/spine-runtimes/issues/1845
Hi,


It's not previewing skin problem.


In my case spine widget draws nothing on playing game, not preview.


Here's the case list, on playing game:


1. with spine blueprint, if spine character has no skin -> draws correctly.

2. with spine blueprint, if spine character has skin -> draws correctly.

3. with spine widget, if spine character has no skin -> draws correctly.

4. with spine widget, if spine character has skin -> draws nothing.



I think closed issue #1693 is exactly the same problem.


https://github.com/EsotericSoftware/spine-runtimes/issues/1693


Can you check this error one more time? I wish to know your spine widget test result.


Thank you.
soyagok11
  • Сообщения: 3

Harald

soyagok11 писал(а):In my case spine widget draws nothing on playing game, not preview.
Please note that for playback in the game, use e.g. OnInitialized to call SetSkin with name e.g. full-skins/girl, some of the other callback methods seem to do nothing here.

---

We have just added a new InitialSkin property to the Spine Widget class. The changes have been pushed to both the 3.8 and 4.0-beta branches.

From the changelog:
changelog.md писал(а):Added InitialSkin property to USpineWidget. This allows previewing different skins in the UMG Designer. Initial skins can still be overridden via blueprint events such as On Initialized.
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Harald

Harri
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