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[Plugin] OSC for UE4

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    Originally posted by tvallier View Post
    Hello all!

    I've been using the OSC plugin for several engine versions and I've suddenly run into an issue with the 4.11 release. I'm able to receive messages but unable to send messages.

    When sending stopped working in the 4.11 release I went through several tests to see if I could isolate the issue:
    -Made sure it wasn't a network issue, confirmed OSC communication with the old plugin and with external software.
    -Tried changing the port for send and or receive and no behavior change.
    -Created a simple project that attempts to send the string "HelloWorld"

    I'm at a loss, as I'm not sure what is causing the issue, so I'm reaching out to see if anyone has any advice or if anyone is successfully sending AND receiving OSC messages in 4.11

    Thanks in advance!
    Sorry, I missed your message.
    Did you solve the issue in the mean time?

    Comment


      Originally posted by monsieurgustav View Post
      Sorry, I missed your message.
      Did you solve the issue in the mean time?
      Hello Gustav! Thanks for reaching out. I did solve the issue, it was a funny thing, but my SendOSC destination addresses in 4.10 did not have a "/" in front of them. After following another user's tutorial, beat for beat, and including the "/" in the address field, everything resumed normal functionality.

      Comment


        Good to know!

        Normally, for such a thing, you should have seen an explicit error message in the log.
        https://github.com/monsieurgustav/UE...brary.cpp#L158

        Comment


          Does this work with the latest stable ue?

          Comment


            It works well on 4.12.5 as far as I could test.
            I did the youtube tutorial and I could print on screen the incoming values using a simple blueprint.

            Comment


              Originally posted by monsieurgustav View Post
              (... catching up old messages)
              Thank you so much for your tutorial Dan, you totally made my day, you rock!

              I'd say OSC Bundle are indeed "advanced usage", most people won't need this.
              I generally use the simple SendOsc function myself.

              Also, there is a easier way to add an OnOscReceived event on a component:
              - select the OscReceiver component in the "Components" panel
              - Right-click in the "Event Graph" window
              - If "context sensitive" is checked, "Add Event for Osc Receiver" should be the first entry.
              - Open it to the end to find "Add On Osc Received".

              It's exactly the same thing (the bound is implicit), but it only takes 1 node.
              Hi monsieurgustav,

              Good to hear from you again. FYI I'm still using the plugin quite a lot - the reason I haven't been back to post questions etc is that the plugin now seems perfect!

              Glad you liked the tutorial - I was worried that my use of it would differ from your own and you'd disown it!

              I thought i'd show the OSC bundle way as SendOSC caught me out in the past. My project needed to refresh about 100 items on my ipad interface in a screen refresh call (Not just text, but position, and visibility too, so it was more like 400 OSC messages) and i found that some of the data got lost somewhere during this update, so I had to throttle down the update. I originally had a load of SendOSC calls all over my blueprint and had to replace them all with a custom event which added the items to a stack and trickled the messages out over a number of ticks. Using the bundle was - I thought - good practice, and i'm eternally grateful to you for implementing it!

              I agree with you on the add event for Osc Receiver - it's just me stuck in my ways I think.

              Thanks again for the plugin, and also the kind feedback on my tutorial. I've been thinking of doing some more tutorials for absolute coding beginners (blueprints, not c++) and have made some progress in a first pass at a kind of script for it (my background is in TV as an editor - although you wouldn't know that from the lack of any editing in that tutorial) - with a whopping 600+ views it's encouraged me to get on with it.

              Dan

              Comment


                Hello everyone

                Thank you very much for a great plugin !

                I suceeded in installing and using it with maxmsp (a slider or a sound moves an object) but I have a speed (latency ?) problem. Unreal reacts very slowly, object "jumping " from one value to another.

                If I send the message from touchosc instead of maxmsp, it works fine and smoothly. It seems also fine if i send from max to touchosc....

                I am a total beginner in those things. Any idea what parameter or setup I could check ?

                Best

                Jerome

                Comment


                  My guess:
                  UE4 gooes veeery slooooooooowly when running out of focus. (at least on Windows)
                  Maybe there is a setting to fix this...
                  Or run MaxMSP and UE4 on 2 separate machines. (the reason why it works using TouchOSC)

                  Comment


                    Yes, you can set up this on the editor preferences window
                    Edit=>Editor preferences => Miscellaneous => Performance => use less CPU when in Background => set it to unchecked

                    then the editor is always running at full

                    Comment


                      I sometimes have a host resolve problem with TouchOSC which sounds like a similar problem - try using the IP address rather than a host lookup.

                      Comment


                        Originally posted by monsieurgustav View Post
                        My guess:
                        UE4 gooes veeery slooooooooowly when running out of focus. (at least on Windows)
                        Maybe there is a setting to fix this...
                        Originally posted by catalejo View Post
                        Yes, you can set up this on the editor preferences window
                        Edit=>Editor preferences => Miscellaneous => Performance => use less CPU when in Background => set it to unchecked

                        then the editor is always running at full
                        That was it ! It works like a charm now.
                        thank you very much !

                        Jerome

                        Comment


                          Hello everyone

                          A UE4 4.13 project wich use the OSC plugin is now crashing when I launch it. It was working fine a few days ago - I don't remember making any change except that I clicked OK to an update of the Epic Launcher today.

                          I got this error message :

                          Access violation - code c0000005 (first/second chance not available)
                          VCRUNTIME140
                          UE4Editor_Core
                          UE4Editor_Core
                          UE4Editor_Core
                          UE4Editor_Sockets
                          UE4Editor_OSC!UOscSettings::AddSendTarget() [c:\users\jerome\desktop\testosc\plugins\osc\source\osc\private\oscsettings.cpp:52]
                          UE4Editor_OSC!UOscSettings::InitSendTargets() [c:\users\jerome\desktop\testosc\plugins\osc\source\osc\private\oscsettings.cpp:35]
                          UE4Editor_OSC!FOscModule::HandleSettingsSaved() [c:\users\jerome\desktop\testosc\plugins\osc\source\osc\private\oscmodule.cpp:97]
                          UE4Editor_OSC!FOscModule::StartupModule() [c:\users\jerome\desktop\testosc\plugins\osc\source\osc\private\oscmodule.cpp:35]
                          UE4Editor_Core
                          UE4Editor_Projects
                          UE4Editor_Projects
                          UE4Editor
                          UE4Editor
                          UE4Editor
                          UE4Editor
                          UE4Editor
                          UE4Editor
                          kernel32
                          ntdll
                          Other projects works fine so I suspect it's the plugin. The project was created following Dannington's tutorial.

                          Any help would be greatly appreciated !

                          Best

                          Jerome

                          Comment


                            I had this updating to 4.13.1 - just re-generate the project files and recompile.

                            Comment


                              Thanks ! I guess I could have guessed it by myself if I wasn't so nervous about this Visual Studio thing... I'll get used to it !

                              Comment


                                Hello guys. Someone could tell me how can I route messages that are more complex than address, ip and value? I'd like to import messages that contain multiple values after the addres and route them.

                                Is there a better way than the mine?



                                Thank you.
                                Attached Files
                                Last edited by Narcyssus; 11-20-2016, 02:51 PM.

                                Comment

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