Hello everyone and probably the spine bot,

Just wanted to know if the unreal runtime is as feature rich than unity runtime.

Can i do everything in blueprint ?
Can i make atlas a runtime for optimisation ?
Can i change slot color at runtime ?

I saw a lot of feature inside unity but unreal documentation seem poorer.

Where can i look for what can spine runtime can do ?
I already know i can dig in c++ but i dont really want to, for now.

Thanks.

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The Spine runtime for Unity is generally considered more feature-rich compared to the Unreal Engine runtime. The Unity runtime allows for extensive interaction with Unity GameObjects and provides a wide range of features, including the ability to manipulate animations and skeletons programmatically. In Unreal Engine, while you can use Blueprints to work with Spine animations, some advanced features might require diving into C++ code. You can change slot colors at runtime and perform other manipulations, but the documentation for Unreal might not be as comprehensive as Unity's. For more detailed information on what the Spine runtime can do in Unreal, you can refer to the spine-ue Runtime Documentation.

What Spinebot said (the docs are as comprehensive as they can be for the given feature set though).

I'm a little afraid to get my hands on it.
I have to put a character with a lot of skin and slot color changes.

I feel like I'm not being held as much than I am with Unity.

There is a list of what is possible to do only in blueprint inside unreal ?

_Slot color change
_Runtime skin changing
_Bake Atlas sprite
_Root motion
_Atlas repacking
_Bone following

As an animator I don't have the skills of C++ but I get by with blueprints.
Sorry but it will take so much time to dig inside unreal to only knowing what i can do and what i can't do.
If i need to keep it stupid simple i will 🙂

Thanks again spine Team <3

    valahaha

    There is a list of what is possible to do only in blueprint inside unreal ?

    Slot color change
    Runtime skin changing
    Bake Atlas sprite
    Root motion
    Atlas repacking
    Bone following

    Am I correct that you want to see if this can be done with Blueprints? (I hate to say it, but it's grammatically unclear whether you meant to ask a question or what). If so, the following features are not provided:

    _Bake Atlas sprite
    _Root motion
    _Atlas repacking

    However, I am not sure what kind of functionality you envision for "Bake Atlas sprite," so depending on the content, it may be possible to achieve this using UE functionality rather than the spine-ue runtime.

    Also, it should be possible to implement the root motion yourself, but it is not as easy as using the SkeletonRootMotion component provided in spine-unity.

    Actually, there is no easy way to repack atlas other than the spine-unity runtime. Atlas repacking in spine-unity uses features that Unity originally had, so similar functionality is not available in other runtimes.

    One thing to note about changing the slot color is that spine-ue currently has a known issue with tint colors being incorrect in normal blend mode. An issue ticket for this issue can be found here:
    EsotericSoftware/spine-runtimes2319

    As Mario responded that the documentation for the spine-ue runtime is comprehensive, there is virtually no functionality that is not documented. Therefore, please check the documentation carefully.

      In all honesty, I think UE is not a great fit for 2D games. spine-unity is probably the most comprehensive runtime for a reason: Unity is a good fit for complex 2D games. Godot (and hence spine-godot) is also a better fit, despite not supporting root motion and at runtime atlas baking (though it could be done, unlike in Unreal, which makes it extremely hard to do more advanced things). Even the web runtimes, like spine-phaser or spine-pixi are likely a better fit for any 2D game.

      UE's blueprints are aluring, especially to creators with little or no programming experience. But there's an extremely low complexity ceiling when using blueprints. A game that requires root motion, atlas baking, and other advanced features is not something I'd try to build with blueprints.

        Mario Im absolutely agree with you.
        I ask because i need to create a lot of animated interface inside UE5 and dont want to say "Yes i can do that" if im not competent enough in UE.

        I've used Spine Runtime in unity more in 3D project than 2D, it make everything simpler.
        I use spine runtime for almost everything i can.

        I don't have the time to dig enough inside UE5 to be a good integrator, i will stay focused on Unity.

        Thanks for your answer.
        Have a nice day, love your work, love Esoteric Software <3 !!