😃 It took me about 2-3 weeks to refactor Spine's UE4 runtime, making it more suitable for UE4 developers.
I also changed some workflows, such as the format of the resource, combining the Render Component and the Animation Component.



I also merged with the UE4 GamePlay Ability system, added new nodes, and supported the replacement of features such as Skeleton, which makes it easy to implement effects such as Combo.


The work that has not been done yet is the support of SpineWidget, because there is still work to be done, so the SpineWidget has not been rewritten.
I hope these changes can help the community improve the UE4 runtime. I am here to release my version.
https://github.com/GitHub-NetFly/spine-runtimes/commit/fbe8224afcc9a24f6ae29e27054dbe5b5348e834