I have a question regarding Spine's features in Unreal, and I was wondering if anyone could help me. 🙂
In our game, we have both 3D and 2D gameplay, with the 2D gameplay rendered to a render target. The render target is applied to a material on a mesh so it can appear in the 3D world. It's a bit like the 2D-on-a-wall sections of Super Mario Odyssey.
We're currently using Paper2D for all of our 2D gameplay, using UCanvas functions to manually draw sprites onto the render target every frame.
While Paper2D will do a lot of what we want to do, it quickly runs into problems when it comes to larger animated objects/characters, and so we're looking at using Spine in these instances. However, we have to be able to draw them onto the render targets as part of our current rendering pass, i.e. using Unreal's C++ UCanvas functions.
These are the functions in question: https://docs.unrealengine.com/en-US/API/Runtime/Engine/Engine/UCanvas/index.html
My questions are:
- Can Spine currently be rendered in this manner?
- If not, could the renderer in the runtime source be adapted to make it work?
Thanks for any help!