April 17th, 2019Mario shows you the brand new Spine widget for Unreal Engine 4, available in our 3.8-beta spine-runtimes branch. The widget makes it easy to integrate Spine skeletons in your UE4 UMG UIs.
March 18th, 2019
We have put up a documentation video to go along with the dopesheet documentation, check it out!
Discuss this post on the Spine forum.
March 7th, 2019
We've added some small but useful improvements to our spine-ue4 runtime. Let's have a look!
When you import a Spine skeleton into your Unreal Engine 4 project, three types of assets are generated for you automatically: a skeleton data asset, a skeleton atlas asset, and one texture asset for each atlas page.
The skeleton data asset contains all the information for the bone hierarchy, slots, animations, and all other data making up skeleton. When you open a skeleton data asset in the Unreal Engine editor, you now get a list of all the bones, slots, animations, skins, and events.
This makes it easy to quickly see the names of all the parts of a skeleton you might want to interact with from inside blueprints or your C++ code. We've also made sure the string handling uses UTF-8 throughout, so Chinese, Japanese, or Korean text gets displayed properly.
While the details view of a skeleton data asset gives you an in-depth overview of a skeleton's components, previewing animations and skins directly in the viewport can make life even simpler!
SpineSkeletonAnimationComponent has two additional properties called
Preview Animation and
Preview Skin. Enter the name of an animation or skin and the actor will preview the change.
If you want the animation to stop or you want to set the default skin, just clear the content in the respective property.
For the preview to work, you also need to make sure to enable the
Realtime setting for the viewport.
The preview animation and skin do not affect the actor components when you run the level, they only work in the viewport while in editing mode.
We hope that these additions to our spine-ue4 runtime will make your work in Unreal Engine easier!
February 27th, 2019
We are happy to announce the availability of Spine 3.8-beta! To start, the beta contains all the latest fixes from Spine 3.7, plus application-wide performance enhancements, font improvements, some small fixes, and a new welcome screen. Let's dive right into it!
Until now, we've informed you about new features, bug fixes, and general Spine news via our blog, Twitter, and occasionally by email. This has been OK, but we want to do better! Our new welcome screen greets you at start-up and serves as your one-stop shop for all the latest Spine news.
The welcome screen is split into a few sections:
Open Projectfor quickly creating a new project or opening an existing one.
Recentis a shortcut to your recent and favorite project files and folders.
Examplesshows the list of Spine example projects. Click one to open the project or go to the example page that describes how it was built in detail. This is a great way to improve your rigging!
Newsshows the latest blog posts and other news.
Tipsgives you a short and sweet tip to help improve your Spine rigging and workflows. Keep your eye on this section because we'll be adding a lot more tips as time goes on!
Learnprovides quick access to our user guides, forums, and other learning materials.
Changelogkeeps you up to date with the fixes, changes, and additions to the very latest Spine version.
You can open and close the welcome screen at any time via the mail icon in Spine's title bar.
When there's news, the icon will notify you!
If you just want to get to work, press the
escape key or click the gray
X in the upper right. This will close the welcome screen and load the last project you had open. If you want to skip showing the welcome screen at start-up, head over to the general settings:
We hope the welcome screen will make it easier for you to stay up to date with the latest Spine developments!
Want to try out the latest beta? Easy!
- Open the Spine settings.
- Check the
- Make sure to set the Spine version to
- Restart Spine!
While we haven't made breaking runtime changes in the 3.8 Spine Ruintimes yet, you may not want to save your projects with the beta version -- read here for more information. Changing back to the non-beta version of Spine is as simple as unchecking the
Beta updates checkbox and restarting Spine.
With the 3.7 release done and our new welcome screen released through our beta channel, we are now focusing our efforts on the oft requested curve editor. As usual, you will be able to try early versions of the curve editor in our beta releases.
Discuss this post on the Spine forum.