alanyi

As the topic.I exported spines through a 4.1 version and I think I need to use 4.1 beta runtime as said in the forum but I couldn't find the beta branch but the default one. Can I use the 4.1 branch instead? I tried integrating the plugin in UE5 but an exception is generated.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000034

UnrealEditor_SpinePlugin!spine::RegionAttachment::updateRegion() [C:\Users\Alan\Documents\Unreal Projects\GameDemo\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\RegionAttachment.cpp:74]
UnrealEditor_SpinePlugin!spine::SkeletonBinary::readAttachment() [C:\Users\Alan\Documents\Unreal Projects\GameDemo\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\SkeletonBinary.cpp:543]
UnrealEditor_SpinePlugin!spine::SkeletonBinary::readSkin() [C:\Users\Alan\Documents\Unreal Projects\GameDemo\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\SkeletonBinary.cpp:486]
UnrealEditor_SpinePlugin!spine::SkeletonBinary::readSkeletonData() [C:\Users\Alan\Documents\Unreal Projects\GameDemo\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\SkeletonBinary.cpp:271]
UnrealEditor_SpinePlugin!USpineSkeletonDataAsset::LoadInfo() [C:\Users\Alan\Documents\Unreal Projects\GameDemo\Plugins\SpinePlugin\Source\SpinePlugin\Private\SpineSkeletonDataAsset.cpp:228]
UnrealEditor_SpineEditorPlugin!USpineSkeletonAssetFactory::FactoryCreateFile() [C:\Users\Alan\Documents\Unreal Projects\GameDemo\Plugins\SpinePlugin\Source\SpineEditorPlugin\Private\SpineSkeletonImportFactory.cpp:90]
UnrealEditor_UnrealEd!UFactory::ImportObject() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Factories\Factory.cpp:205]
UnrealEditor_AssetTools!UAssetToolsImpl::ImportAssetsInternal() [D:\build\++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:2254]
UnrealEditor_AssetTools!UAssetToolsImpl::ImportAssets() [D:\build\++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:1277]
UnrealEditor_UnrealEd!FImportFilesByPath::Run() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\ImportSubsystem.cpp:97]
UnrealEditor_UnrealEd!UImportSubsystem::HandleNextTick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\ImportSubsystem.cpp:171]
UnrealEditor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UImportSubsystem,void __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:594]
UnrealEditor_Engine!FTimerUnifiedDelegate::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Public\TimerManager.h:51]
UnrealEditor_Engine!FTimerManager::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TimerManager.cpp:925]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1402]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
alanyi
  • Beiträge: 5

Mario

UE5 is supported by spine-ue4 (we'll eventually rename it to spine-ue). Spine 4.1 has been released, so there's no 4.1-beta branch anymore. Using the 4.1 branch as you do is correct. You also must export your skeletons from Spine Editor version 4.1.x (not 4.1.x-beta).

As for the crash log, it looks like parsing your exported .skel file fails. If you have exported it with Spine Editor version 4.1.x, then this is a bug. Please send that file plus the atlas files and I can take a look in that case.
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Mario

Mario
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alanyi

I extracted some spines from an exsiting game and export it under 4.1 to test the plugin. Here it is.
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alanyi
  • Beiträge: 5

Mario

That's not a valid 4.1 skeleton file, despite it's version being set to 4.1.08. The 4.1.08 Spine Editor can't import it.
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Mario

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RyuMaster

I get the same error about region not being valid. I guess my test skeleton is too simplistic and misses something important?
I am using latest version of Spine, checked inside editor
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RyuMaster
  • Beiträge: 2

Mario

Your skeleton loads fine with the latest spine-cpp from the 4.1 branch on GitHub. Please make sure you copy over the latest sources to your UE project as documented here:
spine-ue4 Runtime Documentation: Updating spine ue4 Runtime
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Mario

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RyuMaster

Very odd, no matter what I try, I always get this error. But it works for you, hmmmmmmm, I wonder where out setup differs. I will continue trying on different PCs and clean UE project, if it works, then will start from there

---

Ah, ok, it worked now. All good, thanks ^^
RyuMaster
  • Beiträge: 2

alanyi

It's juse werid that I got the similar error when I tried another one for testing. However, the old one whicl alreay was imported is working fine.
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000238

0x00007ffa3335b99c UnrealEditor-CoreUObject.dll!UObject::GetAssetRegistryTags() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:2033]
0x00007ffa33070d24 UnrealEditor-CoreUObject.dll!FAssetData::FAssetData() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\AssetRegistry\AssetData.cpp:115]
0x00007ffa16d7bbd6 UnrealEditor-ContentBrowser.dll!FContentBrowserSingleton::SyncBrowserToAssets() [D:\build\++UE5\Sync\Engine\Source\Editor\ContentBrowser\Private\ContentBrowserSingleton.cpp:425]
0x00007ffa1616c745 UnrealEditor-AssetTools.dll!UAssetToolsImpl::SyncBrowserToAssets() [D:\build\++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:2661]
0x00007ffa1610e1f6 UnrealEditor-AssetTools.dll!UAssetToolsImpl::ImportAssetsInternal() [D:\build\++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:2317]
0x00007ffa1610a1b4 UnrealEditor-AssetTools.dll!UAssetToolsImpl::ImportAssets() [D:\build\++UE5\Sync\Engine\Source\Developer\AssetTools\Private\AssetTools.cpp:1277]
0x00007ffa21e35166 UnrealEditor-UnrealEd.dll!FImportFilesByPath::Run() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\ImportSubsystem.cpp:97]
0x00007ffa21e1ba14 UnrealEditor-UnrealEd.dll!UImportSubsystem::HandleNextTick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Subsystems\ImportSubsystem.cpp:171]
0x00007ffa21e0b78d UnrealEditor-UnrealEd.dll!TBaseUObjectMethodDelegateInstance<0,UImportSubsystem,void __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:594]
0x00007ffa2802d6d4 UnrealEditor-Engine.dll!FTimerUnifiedDelegate::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Public\TimerManager.h:51]
0x00007ffa2808cdca UnrealEditor-Engine.dll!FTimerManager::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TimerManager.cpp:925]
0x00007ffa2156d20f UnrealEditor-UnrealEd.dll!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1402]
0x00007ffa21efaac6 UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
0x00007ff66ba782f6 UnrealEditor.exe!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
0x00007ff66ba90d9c UnrealEditor.exe!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
0x00007ff66ba90e8a UnrealEditor.exe!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
0x00007ff66ba93c4d UnrealEditor.exe!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
0x00007ff66baa5564 UnrealEditor.exe!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
0x00007ff66baa8736 UnrealEditor.exe!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
0x00007ffaac2454e0 KERNEL32.DLL!UnknownFunction []
0x00007ffaad50485b ntdll.dll!UnknownFunction []

---

Mario hat geschrieben:That's not a valid 4.1 skeleton file, despite it's version being set to 4.1.08. The 4.1.08 Spine Editor can't import it.
It seems that the export functionality is not that stable. I used the old one and export again and I got the same error again
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alanyi
  • Beiträge: 5

Mario

Sorry, I can't quite follow what you are saying. Could you please list the exact steps you took to get the new error? The editor export is very unlikely to have any "stability" issues.
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Mario

Mario
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alanyi

I think there maybe something to do with having multi version of spines on my machined. Most of my testing spines skeleton are 3.85 version and I opened them using 4.1 spines and exported them successfully but 9/10 times they are failed to be loaded into Unreal given the old error many times and the new error once. Could you please explan what version actually the skeleton is ? despite its marking itself 4.1 version.
alanyi
  • Beiträge: 5

Mario

I can't because I do not know what exactly it is you are doing. A skeleton exported from Spine Editor 4.1.x should always work with spine-cpp and spine-ue4 from the 4.1 GitHub branch.

As I said in my last post, please list the exact steps you took to get the new error.
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Mario

Mario
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alanyi

As I said, I opend a spine project which was 3.8.x, save it with 4.1 and exported as 4.1 as well. The problem is, which as you said before, the skeleton could not be loaded back using 4.1, which also accounts for why it can not be loaded in runtime. It's just weird.
alanyi
  • Beiträge: 5

Mario

Please send us your 3.8 Spine project including images via email: contact@esotericsoftware.com.
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Mario

Mario
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