KlarKKenT

Hey everyone,

I'm trying to use bone driver/follower to make bones of different actors to interact with each other, but can't really figure it out, since there is no much documentation on it. I've also tried using changing bones position with Get/Set, but for some reason can't find Set bone transform for Spine component.

Can anyone recommend anything on that?
KlarKKenT
Posts: 22

badlogic

Could you describe your use case in a bit more detail? Also check out the 05-driving-bones example in the spine-ue4 runtime example project.
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badlogic

Mario
Posts: 1451

KlarKKenT

Hey badlogic
thanks for reminding about example project - it helped to understand better how it works!

Now my question is if it is possible to set overlap events based on bones?

Basically I have a number of blades of grass, each of them is a separate bone, I want for them to be targeted in character's bone drivers when character starts to overlap with those bones.
KlarKKenT
Posts: 22

badlogic

UE4 currently doesn't have any good 2D collision mechanisms, at least none that they recommend using in production. You will have to approach this like you'd approach it for 3D collisions. A SpineSkeletonRendererComponent does generate a collision mesh which you can use in combination with UE4s 3D physics/collision functions. Alternatively, you could calculate the overlap yourself, but that might be to complicated.
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badlogic

Mario
Posts: 1451

KlarKKenT

badlogic

Just to be clear there is no way to get the list of bones of SpineSkeleton from UE blueprints?

I'm trying to use OnComponentOverlap for SpineSkeletonRenderer, but when I break hit struct bones field is empty there (though overlap event for component generated properly).
KlarKKenT
Posts: 22

badlogic

There's currently no way to get the list of bones in a SkeletonComponent from within blueprints. You can get the list in C++. I've added an issue for fetching bone names of a skeleton via blueprints here [ue4] Allow blueprints to list bones of SkeletonComponent · #1082
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badlogic

Mario
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KlarKKenT

Thank you! Any estimates on when this potentially can be ready?
KlarKKenT
Posts: 22

badlogic

I'm currently working on a new C++ runtime, after which I'm going to tackle UE4 improvements including this feature and UMG. I can't give a definitive ETA I'm afraid, the C++ runtime is a huge job.
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badlogic

Mario
Posts: 1451

KlarKKenT

Hey badlogic any updates on ETA for this?
KlarKKenT
Posts: 22

badlogic

Working on it as we speak. See the latest commits on the 3.6 branch. There are a few issues I haven't found a solution to yet, but basic UMG support is going to work soonish.
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badlogic

Mario
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KlarKKenT

Hey badlogic, it looks like it has been a while since the last commit for UMG? Any news?
KlarKKenT
Posts: 22

badlogic

No news. You can see the progress in the repo if there's any and I'll make sure to update this thread and the corresponding issue on GitHub once things are done.
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badlogic

Mario
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