Hey all,
Unfortunately, I am having trouble setting up Spine-Unreal Engine integration with Spine Trial for the first time.
I would appreciate it if someone could help me set this up. Thank you!
Problem: My Unreal Engine looks as if Spine was never installed (or maybe I am unfamiliar with how to open Spine in Unreal Engine once it is installed)
Here is what I have done so far:
—I have downloaded the “spine-runtimes-3.8” folder from Github
—I have copied “Plugins” from the “spine-ue4” folder into “[MyProjectName]” folder
—I have copied the “/spine-cpp/spine-cpp” folder into “[MyProjectName/]Plugins/SpinePlugin/Source/SpinePlugin/Public”
—In “[MyProjectName]/Source/[MyProjectName]/[MyProjectName].Build.cs”, I added the following lines of code:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "SpinePlugin", "ProceduralMeshComponent" });
PrivateDependencyModuleNames.AddRange(new string[] { });
—I deleted the “Binaries” folder in “[MyProjectName]”, and then opened my project in Xcode and then clicked “Build”, which threw no errors.
—Then, I opened my Unreal Engine project in Unreal Engine, and my project just looked like it did before. There was no sign that Spine was integrated.
Thank you for your help!
EDIT: I want to set this up for testing with Blueprints and C++. Thanks!
EDIT: If it is relevant, I am using a Mac.