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catdsnny
I get endless reports of this error in the log window which basically makes debugging impossible. It only happens for SpineSkeletonRenderer components which have the X scale set to -1 (e.g. flipped).
4 months ago
- catdsnny
- Mesajlar: 7
Mario
Do you have any other settings enabled on the
SpineSkeletonRenderer
component? Which spine-ue4 runtimes version are you using? 4 months ago
-
Mario - Mesajlar: 3035
catdsnny
I have many settings changed or enabled/disabled on the renderer component.
The issue only happens when I set a negative scale on the X for the renderer component.
Per this document:
spine-ue4 Runtime Documentation
The nodes "setflipx" and "setflipy" do not exist
I downloaded the zip file in mid January. It was after the most recent commit in the UE4 github subdirectory. The plugin reports version 1.0 although appears to have never been updated.
There is an issue in the UE4 c++ code which needs to be addressed. If the X or Y scale is negative this variable should be set. There is no penalty to setting it, so it just should be always set whenever the procedural mesh is regenerated.
https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/PhysicsEngine/UBodySetup/bGenerateMirroredCollision/
The issue only happens when I set a negative scale on the X for the renderer component.
Per this document:
spine-ue4 Runtime Documentation
The nodes "setflipx" and "setflipy" do not exist
I downloaded the zip file in mid January. It was after the most recent commit in the UE4 github subdirectory. The plugin reports version 1.0 although appears to have never been updated.
There is an issue in the UE4 c++ code which needs to be addressed. If the X or Y scale is negative this variable should be set. There is no penalty to setting it, so it just should be always set whenever the procedural mesh is regenerated.
https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/PhysicsEngine/UBodySetup/bGenerateMirroredCollision/
Bu mesaja eklenen dosyaları görüntülemek için gerekli yetkilere sahip değilsiniz.
4 months ago
- catdsnny
- Mesajlar: 7
Mario
Thank you for the additional information. I just saw you already filed an issue on the tracker. Sorry for the incorrect documentation. The
Just to make sure, you haven't attached a separate physics body to the actor, but have enabled collision mesh generation for the skeleton component, correct?
setFlipX/Y
nodes were replaced with setScaleX/Y
, where a positive number means not flipped, and a negative number means flipped. I'll try to get to the issue this week and will also fix up the documentation.Just to make sure, you haven't attached a separate physics body to the actor, but have enabled collision mesh generation for the skeleton component, correct?
4 months ago
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Mario - Mesajlar: 3035
catdsnny
No physics body attached (actor hierarchy below).
but have enabled collision mesh generation for the skeleton component,
There is a setting in the renderer component called "create collision" - that checkbox was set, although I did not set it as my project does not use collision. I did uncheck it and the messages still appear.
Also, I do not have physics enabled on the skeleton and the collision is set to "no collision".
Thanks!
but have enabled collision mesh generation for the skeleton component,
There is a setting in the renderer component called "create collision" - that checkbox was set, although I did not set it as my project does not use collision. I did uncheck it and the messages still appear.
Also, I do not have physics enabled on the skeleton and the collision is set to "no collision".
Thanks!
Bu mesaja eklenen dosyaları görüntülemek için gerekli yetkilere sahip değilsiniz.
4 months ago
- catdsnny
- Mesajlar: 7
Mario
Thanks, I'll be updating this issue when it's fixed:
https://github.com/EsotericSoftware/spine-runtimes/issues/2032
https://github.com/EsotericSoftware/spine-runtimes/issues/2032
4 months ago
-
Mario - Mesajlar: 3035
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