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[ue4] Materials on SkeletonRendererComponent are now blueprint read and writeable. This allows setting dynamic material instances at runtime. Closes #1516.

badlogic 6 年之前
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60f600ac7a

+ 4 - 4
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonRendererComponent.h

@@ -50,16 +50,16 @@ public:
 	void UpdateRenderer(USpineSkeletonComponent* Skeleton);
 
 	// Material Instance parents
-	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UMaterialInterface* NormalBlendMaterial;
 	
-	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UMaterialInterface* AdditiveBlendMaterial;
 	
-	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UMaterialInterface* MultiplyBlendMaterial;
 	
-	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
+	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UMaterialInterface* ScreenBlendMaterial;
 
 	// Need to hold on to the dynamic instances, or the GC will kill us while updating them