Can we share Atlas resources in UE5? For example, the protagonist has multiple weapons and hairstyles. I want to place these reusable weapons and hairstyles in separate Atlas resources so that other characters can also use them.
Can we share Atlas resources in UE5?
Yes, you can share atlas resources in Unreal Engine 5 (UE5) for reusable assets like weapons and hairstyles. This can be achieved by exporting separate atlases for each type of asset (e.g., weapons, hairstyles) and then using these atlases across different characters. At runtime, you can switch between these atlases as needed. This approach allows you to manage and reuse assets efficiently across multiple characters without having to duplicate resources.
Ls2023 You can create an atlas for each desired combination by first placing the textures you want in separate atlases in separate folders, then running the texture packer separately and packing them together. This is explained in the Texture Packing page of the Spine User Guide:
https://esotericsoftware.com/spine-texture-packer#Folder-structure
There is no example level or example script dedicated to spine-ue that demonstrates it, but if you want to do it from C++ code, I think the C++ runtime documentation should be helpful: https://esotericsoftware.com/spine-cpp#Loading-Spine-assets
Ls2023 Ah, sorry, I think I misunderstood what you wanted to do.
Generally you use skins to accomplish what you want to do, however if the skeletons you want to share the atlas with have very different rigs, it is hard to manage those skeletons with skins, so I think it is better to create the attachments programmatically. For more information, refer to the general Spine Runtimes guide:
https://esotericsoftware.com/spine-runtime-skins#Creating-attachments