Nate Heya thanks, didn't think of accessing the base skeleton! Though it's been years since I've used C++ and currently do not have intellisense working, so I'm basically coding blind lol.
I feel like this should work, however it says GetSkeleton() is not found? (subclass of SpineSkelRenderer)
void UJSpineSkeletonRendererComponent::ResetPhysics(){
Vector<PhysicsConstraint *> contraints = GetSkeleton()->getPhysicsConstraints();
for(int i=0; i< contraints.size(); i++){
contraints[i]->reset();
}
}
Also, is it possible to simulate wind using the spine physics?
Mario Oh no worries the current Spine implementation works perfectly. I just have a setup where the character always faces the camera, but when you rotate the camera it switches to a back view (similar to Paper Mario). This switch moves parts to different locations which simulates their physics. A simple reset function would work perfectly. 🙂