Mario 恐怕这目前无法通过蓝图实现。 我们这里有一个问题: EsotericSoftware/spine-runtimes1777 I'm afraid this is currently not possible through blueprints. We have an issue for it here: EsotericSoftware/spine-runtimes1777
Mario 是的! 这是自定义 Pawn 的 C++ 代码,向您展示了如何获取 USpineSkeletonAnimationComponent。 从该组件中,您可以获得 spine::Skeleton 和其他核心 API 对象。 https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ue4/Source/SpineUE4/SpineboyCppPawn.cpp 然后,您可以创建一个 spine::SkeletonBounds 对象,该对象可用于检查点和线与骨架边界框附件的交点。 这是执行此操作的代码(使用 SFML 作为引擎): https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-sfml/cpp/example/main.cpp#L147 Yes! Here's C++ code for a custom Pawn, that shows you how to fetch the USpineSkeletonAnimationComponent. From that component, you can get the spine::Skeleton and other core API objects. https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ue4/Source/SpineUE4/SpineboyCppPawn.cpp You can then create a spine::SkeletonBounds object, which can be used to check for intersections of points and lines with bounding box attachments of the skeleton. Here's code that does that (using SFML as the engine): https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-sfml/cpp/example/main.cpp#L147