ok so how can you export different folders with images to ue4 without crashing it?
We have a character for testing
We have all swords on a different folder
Screenshot1.jpg
but if we export the character all images al merged in one or two atlas. The subfolders are not respected.(exporting as json using default options)
if we export the character without the atlas and then we export the atlas separated using Spine's texture packer the images are packed in folders.
But in ue4 if we put the skeleton data inside of the slot data and then the separated atlas file in the atlas slot ue4 crashes.
by the way you must update to the new build.cs system
d:\Projects\Mobile\spine-ue4\Source\SpineUE4.Target.cs(8,9) : warning CS0618: 'UnrealBuildTool.TargetRules.TargetRules()' is obsolete: 'Please pass the TargetInfo parameter to the base class constructor (eg. "MyTargetRules(TargetInfo Target) : base(Target)").'
d:\Projects\Mobile\spine-ue4\Source\SpineUE4Editor.Target.cs(8,9) : warning CS0618: 'UnrealBuildTool.TargetRules.TargetRules()' is obsolete: 'Please pass the TargetInfo parameter to the base class constructor (eg. "MyTargetRules(TargetInfo Target) : base(Target)").'
D:\Projects\Mobile\spine-ue4\Source\SpineUE4.Target.cs: warning: SetupBinaries() is deprecated in the 4.16 release. From the constructor in your .target.cs file, use ExtraModuleNames.Add("Foo") to add modules to your target, or set LaunchModuleName = "Foo" to override the name of the launch module for program targets.
D:\Projects\Mobile\spine-ue4\Source\SpineUE4Editor.Target.cs: warning: SetupBinaries() is deprecated in the 4.16 release. From the constructor in your .target.cs file, use ExtraModuleNames.Add("Foo") to add modules to your target, or set LaunchModuleName = "Foo" to override the name of the launch module for program targets.