update of my previous post. I was finally able to import the spine json correctly in UE5.2 (in .json export, not binary)
UE5 Spine Runtime Instructions
Mario Hello!
Can You clear this point, please?
If I will upgrade my project and reimport just one using asset (standart spineboy) - it will worked? And how exactly I shouldn't name my assets for avoiding bugs?
Or latest Spine plugin just didn't worked correctly with 5.3 at all - and wise choise is just stand on 5.2?
(In my game I use FMOD and Spine - and first one is already updated, just waiting yours )
Oh, just got it now!
Can use 5.3, but every asset need unique name, like "s_boy.skel" with "a_boy.atlas".
Exactly.
I've updated our spine-ue4 documentation with sections on upgrading to Unreal Engine 5.3 (or not...) and how to export assets for Unreal Engine 5.3 projects:
https://esotericsoftware.com/spine-ue4#Exporting-for-Unreal-Engine-5.3
Sorry for the inconvenience. The ball is in Epic's park I'm afraid.
Mario
How do you install spine plugin inside 5.3 project ? I've done the same process as described, it's so impossible to install it.
Compilation error, again again
Im an animator not dev so sorry if it seem simple, if you have published new way to import asset it's seem you have a working plugin ?
Just tried every solution that i can found.
Have a nice day
Misaki The problem seem already enumerate in this topic without proprer answer.
After following the exact procedure described by esoteric software i cant recompile with the plugins inside my project.
I will glady make a 1 hours long video about my exact problem if needed but only if i have the confirmation that anyone already succesfully installed the plugin inside 5.3.
Im an animator not a dev, i probably cant do much about explaining the exact problem.
I followed exactly all the documention between unreal and esoteric and it didn't compile.
So in UE 5.2.1 the problem about single name for importing seem to apply too.
valahaha At least as far as I have tried so far, our example project (SpineUE4.uproject
which is included in the spine-ue4 runtime directory) can be opened with UE 5.3.2 and the skeleton's animation can be played, although the asset name issue described above happens:
So installing the SpinePlugin into a UE 5.3 project itself should be possible.
Could you please start a new thread, as I asked you earlier, and explain in detail the steps you tried?
For those still having trouble installing the runtime to UE5.3 this video has clear step by step instructions. From the instruction video provided by Esoteric I was having problem understanding where to paste the cpp folder for windows. Instructions there are not clear. Hope this helps.
Hi,
UE5.4 has just released. Has this fixed the issue with the Spine plugin or should I stick to 5.2 still?
spine-ue works fine with UE +5.3. The only issue is that your .skel/.json and .atlas files must have a different prefix. See https://ungoogled-software.github.io/ungoogled-chromium-binaries/releases/windows/64bit/