@[محذوف]
Let me answer each point of yours
1-The download link is broken
Ah, you are correct, the download link in the Spine UE4 guide was pointing to the old branch. Sorry, oversight, fixed!
2- epic sent a email to plugin developer for updating their pluguins to 4.16 because there will be relevants changes on the engine. I know this because i have made plugins and i got this email and i had to update my plugin
Yes, we received that email as well, and we plan on acting on it once Epic has fully deprecated the old build system API.
3. If you are using 4.14 you should not push on git a readme saying "updated to 4.16". The build.cs rules have changed and is the minimal change that you need to make with your plugins.
Yes, the changes are minimal, but will prevent people on UE < 4.16 to use the plugin. There's no way to have a < 4.16 and a >= 4.16 of the build files live side by side. The deprecation warnings currently being displayed in the build log are not harming a build apart from polluting the build output. We will update fully to the new build once Epic fully deprecates it, i.e. the warnings become errors.
4. The instructions say that must copy the contents of spine-c in "Sources" .
I guess you mean "Source" .and it is not the folder spine-c but the spine-c inside of it.
Ah, you refer to the README.md in the repository, not the guide. Fixed!
5. If you want the plugin and/or the example you must download the whole repository including repos for all runtimes. You should have different repos for every runtime properly ordered. That is more confusing and a waste of time and discourage to the community to help with the source code
We can package the plugin like we do package the Unity plugin, pulling in spine-c and zipping it up. That will make it easier for people who just want the plugin.
For people who want to work on the sources and contribute changes, the current layout is the best we can do. Spine UE4 depends on spine-c, which itself is used by other runtimes. Git sub-modules are broken, so a single monolithic repo is the best option for now in our opinion. It's the same for the Unity plugin.
6. I could keep going with more situations because we are on it trying to bring the really good advantages of spine to ue4 but for that we need cooperation. And the least we expect is some love for the customer of ue4. The differences of ux on the ue4 plugin vs unity plugin are huge.
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And we do want to improve the UE4 plugin. We know it's not at the same level as the Unity plugin The reason being that it's the youngest runtime we have, while the Unity runtime is the oldest, and therefor most robust runtime. I'm sorry things take time. But we also need your feedback on improving things, be it bug reports or feature requests.