Good morning.

I'm facing this physics problem.
There is a simple animation of moving and rotating the cube, at speed 1 the behaviour is the same in the editor and Unreal Engine.

But at speed 2, 3 movements are very different.

I created a test project, one dice, one physical limiter. Animation of movement and rotation.

I will attach all screenshots of settings and video from the editor and UE.

I will be very grateful if there is a quick help.
It turns out I have all animations with speed change behave differently than in the editor.

Thanks for a great programme and happy coming!)


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Good morning! It seems like you're experiencing differences in animation behavior between the Spine editor and Unreal Engine when changing the animation speed. This issue might be related to how physics and animations are handled differently in the two environments, especially at higher speeds. In the editor, animations might be previewed with a certain consistency, but when exported to Unreal Engine, the physics simulation can behave differently due to differences in frame rates or physics calculations.

To address this, you might want to ensure that the physics settings in both environments are as similar as possible. This includes checking the frame rate settings and ensuring that any physics constraints or properties are consistent. Additionally, consider creating transition animations or adjusting the mix settings to smooth out the differences in movement and rotation at higher speeds. If the problem persists, sharing your project files with the support team could help them provide more specific guidance.

testphysics.spine
1kB


A project and two textures.

UE 5.3, Spine 4.2.

Made in UMG widgets.

If you create an actor, the problem persists.

Frame rate in UE is 60.

I'm guessing that you are setting the AnimationState time scale, which affects animation playback speed. Physics are driven by skeleton time rather than animation time, as there could be many animations running at different speeds. Typically the skeleton time is updated each frame, incremented by the time since the last frame. To run physics at a different speed, updating the skeleton time needs to change accordingly. My colleagues who are more familiar with how this is done in Unreal will be along to help soon, though a number of the Spine team are on vacation for the holidays, so it may be a little longer than usual.

    Nate Thanks for the reply, I'll look forward to the help.
    The salads are certainly not going to make themselves).

    So I understand they need to add an additional node for UMG UE to change not only the animation playback speed, but also for skeleton physics processing?

    Now it is possible to change the animation speed separately for each track, we are waiting for such functionality for physics.

    With the addition of physics, it became 100 times easier and more pleasant to work)!

    Yes, it sounds reasonable to have a node that can change the skeleton update rate, if that doesn't exist yet.

    In general the node-based programming is somewhat limited. Everything is available in C++.

    I'm glad you are enjoying physics!

      Nate C++ is nice of course, but blueprint gives you a break from endless lines of code.

      So made a multiplayer co-op horror on blueprints, everything works great, released on steam.

      It will be great if you make a noda for widget UMG.
      The game is 2d, so actor and C++ will be unnecessary.

      I am 100% satisfied with the program!)

      10 dana kasnije

      I've added an issue here.
      EsotericSoftware/spine-runtimes2727

      We need a Blueprint function that let's you set the scaling factor applied to the skeleton update that. However, that is a "global" setting for the skeleton. If you enqueue multiple animations with different animation time scales, it will not work.

        Mario Thank you for your reply and happy holidays.

        To avoid any problems, I will describe my situation.

        I have an eye animation, no physics, no speed change.

        There is an animation of the body, with physics and speed changes.

        If the new UMG widget blueprint node changes the scale for skeleton, will the eye animation not change?

        Changing the physics speed for the entire skeleton is fine for me.

        Thanks, that clears it up! I guess we need a "physics time scale" instead then.

          Mario I'll be really looking forward to it.

          Will it be possible to expect an appearance this month or early next?

          Thank you very much.

          This week!

          I've now implemented functions in both SpineWidget and SpineSkeletonAnimation called SetPhysicsTimeScale and GetPhysicsTimeScale. They work similarly to the time scale on TrackEntry instances, in that they will scale the delta time.

          Please update your local copy of spine-ue with the latest sources from the spine-runtimes repo, branch 4.2.

            Mario Perfect!)

            Thank you so much for your work, you are the best!