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UE4Duino - Arduino to UE4 plugin Release!

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  • replied
    Thanks!That is what I really want!

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  • replied
    Originally posted by RVillani View Post
    saikat005 Your answer is here
    banjak15 Yours is here

    Please, stop using this thread for UE4Duino questions.
    I'm maintaining the plugin and trying to help its users in this thread.
    Seriously.. it's in RED lol

    Leave a comment:


  • replied
    I created Plugins folder inside Content folder of my project and dragged and dropped the UE4Duino foler, but it gave me a bunch of errors like,
    Unknown extension 'response', Unknown extension 'exp' etc.
    Same happened when I created plugins folder inside main project folder. What am I doing wrong? Please help. Thanks.

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  • replied
    he or she is good

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  • replied
    saikat005 Your answer is here
    banjak15 Yours is here

    Please, stop using this thread for UE4Duino questions.
    I'm maintaining the plugin and trying to help its users in this thread.

    Leave a comment:


  • replied
    Originally posted by banjak15 View Post
    Hellou i would like to ask you if i can make movement of charakter using arduino in Unreal Enigne with this plugin and if yes can you help with it ?
    I think it can give an idea about the issue.

    https://www.youtube.com/watch?v=hhVILt6duXE

    https://www.youtube.com/watch?v=rzh9wh_SfDs

    Leave a comment:


  • replied
    Hellou i would like to ask you if i can make movement of charakter using arduino in Unreal Enigne with this plugin and if yes can you help with it ?

    Leave a comment:


  • replied
    I am having this error when i star the unreal project after pasting the UE4duino file to the Plugins "Binaries for the UE4Duino plugin are missing or incompatible with the current engine version."

    Any help would be appreciated...

    Leave a comment:


  • replied
    oppne Yes, it is. Use the Write nodes (Write a Float etc).

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  • replied
    VertSabre First, you're using LineEndToString, which only gives you the string form of the selected line end. Second, since you're using delay and the stream of data is continuous, you end up accumulating a lot of outdated data. Instead of delaying, use local booleans or something to check if you should or not flick the light in that frame. Also, after each read, flush Arduino, so you remove the accumulated data.

    To read the number from Arduino, it'll depend wether you're sending it as text or actual number (bytes, int etc). So let's see your Arduino code.

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  • replied
    Is it possible to output from unreal engine to Arduino?
    I need the camera position, and rotation to be output for a real rigged kamera on a rail.

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  • replied
    jwsargent.me Also, how are you sending the data from Arduino? If it's using printl, forget it. That sends the numbers as characters, with line ends and ReadBytes will read each char of that message as a byte (not 0 and 1). So try using Serial.write(1) (or 0).

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  • replied
    jwsargent.me Why are you using LineEndToString?!?! It's description says "Converts a LineEnd enum value to String." It has nothing to do with reading data from Arduino. You want to use ReadByte, to read the next 0 or 1 from the Arduino. Right after it use FlushPort. Because if you don't and Arduino is sending data faster than Unreal is reading it (once at each frame), Unreal will start to get late in relation to Arduino.

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  • replied
    I have been trying to get this to work for some time, not having any success. I have my Arduino outputting a stream of 1's and 0's depending on a button state. Using the serial monitor I can see that everything is working properly and that the output is clean and as expected. The issue I am having is getting that data into the blueprint. I want to use the input '1' to change the flicker speed of a light to .2 and I want '0' to reset it to the flicker speed of 1.0. I am not sure exactly how to do this within the Blueprint editor however.



    This was an educated guess on how it might work, but I really don't know. If "Selection" on the 'Switch on Int' node is set to 0 or to 1 the result is as expected however apparently I am either not getting the data into the blueprint, I am not handling it properly, or both. One thing to note is this is a constant stream of data, should I base it off of the Event Tick instead? Any thoughts?

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  • replied
    Unreal Robot Project

    This is a video game coming to life! Here is my robot built using this plugin. Thanks for making it thread safe - my robot hasn't crashed once! I wrote a custom sketch to handle special bytes 255 and 254. I use these as start packets for bring other bytes over. Everything I programmed is included on the pages in this thread in order to marry Unreal and Arduino together. I also used several other Unreal plugins for voice, etc. Almost all the Unreal programming was done in blueprint. I think Unreal would make an amazing robot OS and this barely scratches the surface of what is possible and what is coming. I hope you enjoy the robot and video! Unreal Engine can do some amazing things!

    https://youtu.be/22mtVtIKbFg

    Leave a comment:

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