I recently made Spine Runtime compatible with UE4's GamePlay Ability system, making it easier to perform animation combos and the like, but encountered some problems with Delegate.
I did some small tests in UE4, first broadcast A animation, then broadcast B animation. B animation will only trigger the interrupt of A animation after the end of the animation... This is very unreasonable. It should be played before B Triggered to be right.
Here is an example:
After testing, I found that there is a problem with the implementation of disableQueue and enableQueue here. When enableQueue, it seems that the call to “drain” is missing.
second question:Because the characters are more complicated, we split the animation into different SkeletonData files. Switching the Skeleton Data file will cause the state machine to be deleted, but the callback of the corresponding animation is not triggered before the deletion. I think this is an error.
I have another question. I intend to do the "afterimage" effect when I move. Do I have any way to get the Skeleton Transform of any frame of animation and then set it to a StaticMesh Actor? I don't want any animation content because the overhead will be larger.
The last question, is there any better way to play animations, such as: play and stop instead of setempty.