i just want control the ik constraint when constraint is playing animation .so the way slove it is set mix of constraint to 0
hi how to changle the mix of ik constraints on ue5
maybe need add api to ue5 runtime
You can do this via C++, see https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ue4/Source/SpineUE4/SpineboyCppPawn.cpp for an example on how to access the components.
You can get the spine::Skeleton
from the USpineSkeletonComponent
via USpineSkeletonComponent::GetSkeleton()
. Next, you can find the IkConstraint
by name via spine::Skeleton::findIkConstraint()
. Finally, you can set the mix via IkConstraint::setMix()
.
Yes, you can add a specialized function to USpineSkeletonComponent
that you can call from blueprints.
Add the declaration in this file:
https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h
And the implementation in this file:
https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp
Simply follow how the other functions are implemented.
I'm afraid I don't understand your second question, could you give more details, e.g. like a blueprint?
wertt22 and I found set animation speed can.t set for each animation. if I use set time scale all animation will add speed...
I think they used AnimationState::setTimeScale
which affected all the animations when they want to use TrackEntry::setTimeScale
to set the speed for individual animation tracks.