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[ue4] Reverted re-import fix, lead to memory corruption...

badlogic 7 years ago
parent
commit
6f486a03a1

+ 2 - 18
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonAnimationComponent.cpp

@@ -104,27 +104,11 @@ void USpineSkeletonAnimationComponent::InternalTick(float DeltaTime, bool CallDe
 }
 
 void USpineSkeletonAnimationComponent::CheckState () {
-	bool needsUpdate = lastAtlas != Atlas || lastData != SkeletonData;
-
-	if (!needsUpdate) {
-		// Are we doing a re-import? Then check if the underlying spine-cpp data
-		// has changed.
-		if (lastAtlas && lastAtlas == Atlas && lastData && lastData == SkeletonData) {
-			spine::Atlas* atlas = Atlas->GetAtlas(false);
-			if (lastSpineAtlas != atlas) {
-				needsUpdate = true;
-			}
-			if (skeleton && skeleton->getData() != SkeletonData->GetSkeletonData(atlas)) {
-				needsUpdate = true;
-			}
-		}
-	}
-
-	if (needsUpdate) {
+	if (lastAtlas != Atlas || lastData != SkeletonData) {
 		DisposeState();
 		
 		if (Atlas && SkeletonData) {
-			spine::SkeletonData *data = SkeletonData->GetSkeletonData(Atlas->GetAtlas(false), true);
+			spine::SkeletonData *data = SkeletonData->GetSkeletonData(Atlas->GetAtlas(false), false);
 			if (data) {
 				skeleton = new (__FILE__, __LINE__) Skeleton(data);
 				AnimationStateData* stateData = SkeletonData->GetAnimationStateData(Atlas->GetAtlas(false));