wertt22 i just want control the ik constraint when constraint is playing animation .so the way slove it is set mix of constraint to 0
Mario You can do this via C++, see https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ue4/Source/SpineUE4/SpineboyCppPawn.cpp for an example on how to access the components. You can get the spine::Skeleton from the USpineSkeletonComponent via USpineSkeletonComponent::GetSkeleton(). Next, you can find the IkConstraint by name via spine::Skeleton::findIkConstraint(). Finally, you can set the mix via IkConstraint::setMix().
wertt22 Mario can I editor the spine plug and add a blueprints called set bone constraint? thanks.which file should I editor...
wertt22 Mario and I found set animation speed can.t set for each animation. if I use set time scale all animation will add speed...
SilverStraw wertt22 and I found set animation speed can.t set for each animation. if I use set time scale all animation will add speed... I think they used AnimationState::setTimeScale which affected all the animations when they want to use TrackEntry::setTimeScale to set the speed for individual animation tracks. 🤔
Mario Yes, you can add a specialized function to USpineSkeletonComponent that you can call from blueprints. Add the declaration in this file: https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h And the implementation in this file: https://github.com/EsotericSoftware/spine-runtimes/blob/4.1/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp Simply follow how the other functions are implemented. I'm afraid I don't understand your second question, could you give more details, e.g. like a blueprint?