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.