It seems like you are encountering issues with the SetupAttachment
function in Unreal Engine 5, where it returns true
but does not visually update the attachment. Based on the provided contexts, here are a few things to consider:
Attachment in Setup Pose: Ensure that the attachment you are trying to set is correctly defined in the setup pose. As mentioned in the context, the setup pose attachment is specified by the slot, and all attachments not in a skin in the editor are found in the default skin at runtime.
Order of Method Calls: The order in which methods are called can affect the outcome. For instance, calling SetSlotsToSetupPose
after setting an attachment can overwrite your changes. Ensure that SetupAttachment
is called at the correct point in your update cycle, preferably in LateUpdate
or after all other updates.
Skin and Slot Index: Verify that the slot and attachment names are correct and exist in the skeleton data. The slot index must match the attachment's slot index, as mismatched indices can cause issues.
Runtime and Editor Differences: Sometimes, issues that do not appear in the editor can manifest in the runtime. Ensure that your project settings in Unreal are consistent with the editor settings, especially under Project Settings - Editor - Enter Play Mode Settings
.
Debugging: Add debug logs to check if the attachment is being set correctly. For example, log the attachment name and slot name before and after calling SetupAttachment
to ensure they are as expected.
Here is a simplified example of how you might set an attachment in C++:
USpineSkeletonComponent* SkeletonComponent = ...; // Your skeleton component
FString SlotName = TEXT("hand");
FString AttachmentName = TEXT("hand2");
bool bSuccess = SkeletonComponent->SetAttachment(SlotName, AttachmentName);
if (bSuccess) {
UE_LOG(LogTemp, Log, TEXT("Attachment set successfully"));
} else {
UE_LOG(LogTemp, Error, TEXT("Failed to set attachment"));
}
Ensure that SkeletonComponent
is valid and properly initialized.
If the issue persists, it might be worth checking if there are any known bugs or updates related to the Spine runtime for Unreal Engine 5.