Using the Spine2D plug-in, I am trying to direct Live2D SkillCutScene within Unreal. As a blueprint event, I tried to call Animation and Skin to the desired Unreal Engine Sequencer keyframe through Set Skin after Set slot to setup pose, but Set Skin does not work.

The components that exist in the character are

  • - Spine Rander Component
  • - Spine Skeleton Animation
    There are two things, and even if you call Set Skin as an event
    It doesn't work, so I want to ask how it works.

I need a class that is manipulated in Unreal in a high-quality way.
I think it is unsuitable for high-quality cut production by linking an unreal sequencer with a simple delay operation.

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    Based on the information provided in the contexts, it seems that the issue you're encountering with the Set Skin event not working in UE5 might be related to the order of operations or the specific method calls required to update the skin correctly. In the Spine-UE4 runtime, after changing a skin, it's often necessary to reset the skeleton to its setup pose to ensure that the new skin is applied correctly. This is done by calling setSlotsToSetupPose or a similar method, depending on the context (e.g., Skeleton.SetSlotsToSetupPose() in Unity or the Set Slots to Setup Pose blueprint node in UE4).

    For Unreal Engine, specifically, after setting a new skin, you might need to ensure that the skeleton's slots are reset to their setup pose to apply the skin changes correctly. This can be done using the Set Slots to Setup Pose blueprint node, as mentioned in the contexts related to UE4. Although the contexts provided are primarily for UE4 and Unity, the principle should be similar in UE5 with the Spine-UE4 (or Spine-UE5) plugin.

    If you're using blueprints, make sure to call the Set Slots to Setup Pose node right after setting the new skin with the Set Skin node. This should ensure that the skin is applied correctly. If this does not resolve the issue, double-check the skin names being used and ensure they match exactly what's defined in your Spine project.

    Unfortunately, without specific documentation or examples for Spine integration with UE5, I can only provide guidance based on existing practices for UE4 and Unity. The process should be similar, but there might be nuances or additional steps required in UE5 that are not covered in the provided contexts.

    I understood the advice to refer to how Unity uses it.

    I also understood that you should operate Set Slots to setup Pose after Set Skin.

    So, why doesn't it work when you bind another event to Animation End? Please explain about this.

    How to setup delay OR How to method call to change Skin With Animation
    cant found edtting Track

    SeungJMin

    So, why doesn't it work when you bind another event to Animation End? Please explain about this.

    Could you please show us the blueprint you actually tried on this that didn't work? Binding to the AnimationEnd event should usually work. So it is difficult to give specific advice without seeing what you actually tried.

    How to setup delay OR How to method call to change Skin With Animation
    cant found edtting Track

    Unfortunately, I do not understand exactly what you are asking. Do you mean the delay before the skins are set? The reason I want to make sure of this is that there is a parameter called "delay" in some methods like the AddAnimation() method.
    Also, what do you mean by "editting Track"?

      Misaki
      I'm apologize for asking the ambiguous question.

      So I got the blueprint nodes.
      When I adjusted the position of SetSlots node to reflect the answer of SpinBot, it works normally. However, there are two things I want to know.

      1. When binding an event to Animation End, I would like to change Skin and Animation.

      2. When binding an event to the Animation End, Track Entry Pin is activated and I want to know an example of its use. Can you find any relevant information?

        SeungJMin Thank you for showing your blueprint! To accomplish what you want to do, you should use the AnimationComplete event.
        In fact, it may have been difficult to understand because the spine-ue4 documentation only briefly explains the difference between these events. The API reference has a full explanation:

        • complete: Invoked every time this entry's animation completes a loop. This may occur during mixing (after interrupt). If this entry's mixingTo is not null, this entry is mixing out (it is not the current entry).
          Because this event is triggered at the end of apply, any animations set in response to the event won't be applied until the next time the AnimationState is applied.
        • end: Invoked when this entry will never be applied again. This only occurs if this entry has previously been set as the current entry (start was invoked).

        I would like you to pay particular attention to the last sentence. In other words, the AnimationEnd event is fired when the next animation starts or when the track is cleared and the set animation is no longer applied.
        So if you want to use the AnimationEnd event to do what you want, the nodes need to be connected like this:

        In this example, the full-skins/boy skin is set on the skeleton first. Then the dance animation is played on track 0.
        2 seconds after the dance animation has completed, the walk animation starts and the AnimationEnd event of the dance animation is triggered.
        When the AnimationEnd event occurs, the next SetSkin is called and the full-skins/girl skin is set on the skeleton.


        Regarding your second question, I am afraid I do not understand what you mean by "Track Entry Pin is activated". Which Track Entry pin are you referring to?