First of all, sorry for the late reply, I completely overlooked this, and THANKS for the great feedback. We did a Spine Runtime survey a few weeks ago, hoping especially for feedback on the new UE4 runtime, but didn't get anything close to this detail!
Let me go through the feature list:
- Color control for bones/slots: Let's do it!
- Single bone/slot visibility control: Let's do it (in a nicer way than currently possible)!
- Better material impl: Please provide more details here. What is missing? What is broken?
- Collision per bone/slot: this is harder to achieve with the current architecture, as we batch all meshes into a single mesh for both rendering and collision. If we didn't batch it like this, rendering performance would take a hit. Fixing this will take some time.
- Smooth transitions: this has been supported since day 1, see Spine-UE4 Runtime Documentation: Skeleton Data Asset
- Broken set world location: Can you provide us with an example? It works in my tests
- Better SpineBoneDriver: jupp, also allowing to target components makes a lot of sense.
Regarding spBone_rotateWorld, that works as intended, but you need to make sure you issue this update at the correct time. The documentation describes the life-cycle, and when to apply modifications to bone transforms here Spine-UE4 Runtime Documentation: Lifecycle
The feature list above will not make it into 3.6, which is due for release shortly. But we'll get this into 3.7! Thanks for the feedback, and keep it coming!
Question for you: are you using our Spine UE4 runtime with Dragon Bones?
I've opened an issue to follow along here. We'll rework the current issue text based on your and other users feedback [ue4] Improvements · #905