- Editado
unreal engine runtime
hi. unreal engine 2d runtime from spine is so buggy. like too much
1- last updates +3.8 for spine is not working very well when export to ue4 (crashing ue4)
2- in blueprint ue4 press d to move or press a is working fine. but when you work with condistions (true or false) it's just not working. eaither add animation or set animation. can you just fix this?
- Please post the crash you get and make sure the Spine editor version you exported from is 3.8.x as well.
- The blueprint nodes for setting and adding an animation work just fine. Please post your blueprint so we can see where the bug is.
Mario escreveu
thank you for reply!
i will show video about issue number 2 because it is the most important for now
i have tried this also on spine ue4 example. i can record video about it if you need a proof that i didn't set up anything wrong
and this is one animation maybe i can solve this when i try to make it at false. but in state machine for true and false (conditions) it is more broken
if you need video about a full state machine to show tell me + idk if you are very familiar with BP but this code is fine with ue4 animations (flipbooks)
You misunderstand how SetAnimation
works. You call it once when you want an animation to play, like you do for the key pressed event, which is only invoked once when the D key goes down. Depending in the loop parameter, the animation is then either played once, or forever, until you set a new animation.
In your second sub-graph, you are calling SetAnimation on every tick if the velocity is greater than 0. You are setting the animation over and over again, which, together with the default mix and the loop parameter, results in the weird behaviour you see.
You need to set the animation the first time the velocity is > 0, and set and empty animation (or a different animation) when the velocity is <= 0.
i really didn't get it
1- you said i misunderstand set animation. then what about add animation? you ignored it
2- " You need to set the animation the first time the velocity is > 0" what event can run the animation if it's not event tick?
3- you said "when the velocity is <= 0" isn't this destroy idle method? why just don't make it <?
4- if you have plugin set up i want one photo example with conditions to make it easier to understand.
- The same applies to AddAnimation, as per the documentation.
- You will need to store some state, that tells the BP if the velocity went over 0 in the last tick(s). If that's the case, you don't call SetAnimation.
- That depends on what you want to achieve, which is not obvious from the video you posted.
- I can't do that, as it is not obvious what you are trying to do. What sets the velocity of the actor?
RareFlower escreveuMario escreveuthank you for reply!
i will show video about issue number 2 because it is the most important for nowi have tried this also on spine ue4 example. i can record video about it if you need a proof that i didn't set up anything wrong
and this is one animation maybe i can solve this when i try to make it at false. but in state machine for true and false (conditions) it is more broken
if you need video about a full state machine to show tell me+ idk if you are very familiar with BP but this code is fine with ue4 animations (flipbooks)
Hello friend, you are using animation node in wrong way. Every tick it added a new animation. You should check first if animation is loaded, then you should set it again. Otherwise in each frame a new animation setting.
What i did is;
1) Get current animation
2) get current animation name
3) check if it is not walk animation, if it is not, continue(branch)
4) And after that set animation.
With this we are avoiding adding animation one more time on each frame. You can also achieve this result with other nodes such as "do once" node, but i guess this is the most shortest way.