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Spine runtime code not showing in Visual Studio - UE4.20
Hi, I followed the instructions from the official UE4 runtime documentation, created the Plugins folder, copied the code from the git repository. but the code hasn't shown up in Visual Studio project. When I compile the solutions (clean and then build) and open the editor, I'm unable to import spine objects and to add spine components to actors.
I've done that several times for 4.17, 4.18 and 4.19, this is the first time that something like that happens when compiling the spine runtime.
Am I missing something? Using Unreal 4.20.3 and VS Community 2017.
Thank you.
Edit: I also tried to re-scan the solutions, multiple times.
Did you also add the SpinePlugin dependency to your Build.cs file like here? spine-runtimes/SpineUE4.Build.cs at 3.7-beta-cpp
Hi, thanks for the reply.
According to the documentation, I should add them in case I want to use them via C++, I haven't done that before and the plugin have compiled, partly because I use it exclusively on Blueprints. However, I tried to do it and got this error:
2>UnrealBuildTool : error : Could not find definition for module 'SpinePlugin' (referenced via Target -> spineTest.Build.cs)
I already tried adding SpinePlugin/Public and SpinePlugin/Classes to PublicIncludePaths as instructed in the documentation (spine-runtimes/SpineUE4.Build.cs at 3.6)
Could you try opening our sample project from the GitHub repository in your UE4/VS installation? Sorry for the trouble, debugging build issues from afar is hard.
Sorry :S, it looks like it was Git acting out. I found the files for the sample project deleted so I removed the repository and cloned it again. It's working now.
So strange, I don't modify the local repository at all, I only have it there so I can copy the code to my projects. Haven't been able to get used to its quirks.
The important thing is that is working now, sorry for the problems.
Edit: I'm finding more components this time, what's the difference between SpineSkeletonAnimation and SpineSkeleton? And what's the difference between SpineBoneDriver and SpineBoneFollower?
Another thing, I found that the project compiled a .uplugin file, I copied the folder to a new project and the plugin seems to work.
If I'm going to use only blueprints, is there any problem with that approach? or the plugin has to be compiled within the project in order to correctly work?
Ahh, the wonderous ways of Git
Regarding your follow up questions, you can find everything about the Spine UE4 components in the Spine UE4 docs at Spine-UE4 Runtime Documentation.
SpineSkeleton is a base class for when you want to create your own Spine UE4 component. You can most likely ignore it.
SpineSkeletonAnimation builds on SpineSkeleton and exposes a bunch of useful methods so you can set/queue animations, among many other things. See the docs for more info!
If you compile a .uplugin from the project and use that in another blueprints only project it should work. Note however that if you target other platforms than the one you compiled the plugin on, you will have to recompile for these platforms too. The easiest way to guarantee that everything works is likely just to use a C++ project instead of a blueprints-only project.
Thank you for the answers.