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  • UE5 Spine Runtime Instructions

Sadly, UE 5.3 broke a lot of things, including asset imports. I've filed an issue with Epic Games, we'll see how that goes.

I'll investigate the compilation error, though I don't see it on macOS. I'll try on Windows.

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    is 5.2 broken as well?
    or just 5.3 for now?

      H3LLOH3NRY No, the spine-ue4 runtime works on UE 5.2. At least the error as reported by Dg2134 has not been identified in UE 5.2.

      What the reason behind needing to now add Spineplugin to the Build.cs?
      I don't remember having to do this before.

        H3LLOH3NRY It is not a recently added requirement; it has always been required to install the spine-ue4 runtime. Adding SpinePlugin to PublicDependencyModuleNames in your project's Build.cs file allows you to add the runtime into your project as a plugin. If you have never done that step before, I guess you may have started your project from the example project at that time.

        before adding the the spine cpp + and its runtime into the plugin folder did exactly that.
        And we didn't have to edit the build.cs file.

        Anyways as long as it works I guess. Im not complaining.
        Hoping 5.3 issues gets fixed soon 😃

        I'm afraid I can not reproduce on Windows 10 with our latest 4.1 branch, latest UE 5.3.1 and 5.2.1, VS Studio Community 17.4.4.

        bir ay sonra

        Mario Hi Mario, has there been any update on the UE5.3 side? I noticed the Asset issue... looks like the files are just missing in the content browser!

        I've submitted a bug report to Epic. They have not responded. My hands are sadly tied, as it's an issue in the core of the engine that I can not fix from the outside.

        The current spine-ue4 runtime works with UE 5.3 provided that your skeleton and atlas files do not share the same name up until the extension. E.g. skeleton.skel and skeleton.atlas will not work. However, skeleton-foo.skel and skeleton.atlas will work.

        The issue is mostly with old projects that want to migrate to UE 5.3. If the asset files have common prefixes as shown above, there's literally no way for our plugin to fix this automatically. I could not even find a way to fix it manually. That's how bad this situation is.

        So, people may not be able to ever upgrade to UE 5.3 depending on Epic. New projects can follow the "no common prefix" pattern and use UE 5.3+.

          Hello everyone.

          I was able to install the Plugin, open and take a look into the SpineUE4.uproject. Unfortunately, I tried to import my spine animation in binarie, json (.json, .skel) in a blank c++ ue project (Game->Blank C++), but when I try to import, it always asks me to choose a datatable format options.

          I have visual studio 2022 with all installed like it's written in instructions (tried also with the 2019 version)
          I tried spine 4.1, runtime 4.1 version, spine 4.2beta, runtime 4.2beta version (multiple skeleton and animations in same spine file)
          tried with UE4.27.2, 5.1.1, 5.2.1 with all times the plugin which is installed in UE
          desktop os: win 11 (does it could be a cause of this problem?)

          Idk really what's wrong, so I ask some help here after days.

          thx for your help.

          update of my previous post. I was finally able to import the spine json correctly in UE5.2 (in .json export, not binary)

          14 gün sonra

          Mario Hello!
          Can You clear this point, please?
          If I will upgrade my project and reimport just one using asset (standart spineboy) - it will worked? And how exactly I shouldn't name my assets for avoiding bugs?

          Or latest Spine plugin just didn't worked correctly with 5.3 at all - and wise choise is just stand on 5.2?

          (In my game I use FMOD and Spine - and first one is already updated, just waiting yours 😃 )

          Oh, just got it now!
          Can use 5.3, but every asset need unique name, like "s_boy.skel" with "a_boy.atlas".

          Exactly.

          8 gün sonra

          Mario I want to suggest simple temporary solution: add in Spine Editor (Desktop app) hint and basic name checking on the export screen.
          Maybe Epic really willn't fix that very long time - but you can help Spine user right now. Better than nothing!

          7 gün sonra

          Mario
          How do you install spine plugin inside 5.3 project ? I've done the same process as described, it's so impossible to install it.
          Compilation error, again again

          Im an animator not dev so sorry if it seem simple, if you have published new way to import asset it's seem you have a working plugin ?

          Just tried every solution that i can found.

          Have a nice day

            valahaha The procedure for installing the Spine plugin in a UE 5.3 project should be the same as it was up to 5.2. Unfortunately, this information is not enough to determine the cause of the problem, so please start a new thread with information about the specific error you are seeing.

              Misaki The problem seem already enumerate in this topic without proprer answer.
              After following the exact procedure described by esoteric software i cant recompile with the plugins inside my project.
              I will glady make a 1 hours long video about my exact problem if needed but only if i have the confirmation that anyone already succesfully installed the plugin inside 5.3.
              Im an animator not a dev, i probably cant do much about explaining the exact problem.
              I followed exactly all the documention between unreal and esoteric and it didn't compile.

              So in UE 5.2.1 the problem about single name for importing seem to apply too.