Announcement
Collapse
No announcement yet.
[Plugin] OSC for UE4
Collapse
X
-
Hi !
You update the actor location and rotation through the "default" pin of the "switch".
The default pin is executed when a name arrives that doesn't match any other switch name.
So if you only send /X, /Y, /Z, /Picth, /Roll and /Yaw messages, "default" is never executed...
You may update the position on the actor "tick", or after the /Yaw message arrives (after the "set").
Comment
-
Hi!
I try to get the plugin (master branch of github) to run in a UE 4.15 c++ project. I am following the steps of the vidoe tutorial (https://www.youtube.com/watch?v=GGGs-n-CKtY )
but somehow the plugin doesn´t appear in visual studio, so it is not build when building the project.
Is it compatible with 4.15 or do I have to use 4.11?Fabian
AR / VR Developer
747 Studios
Comment
-
Hi and thx a lot! The plugin is working!
I am trying to send osc messages out of the ue4.15 to another programm on the same computer. This program asks for an ip and port to listen to. Do I get it right that it shoud be the adress and port which is set under send targets (default: 127.0.0.1:8000)?Fabian
AR / VR Developer
747 Studios
Comment
-
Not necessarily.
On the listening side, you could bind to "any" IP address (you must specify a port), meaning you are listening to all incoming IP.
Depending on the software, you can generally specify the port only, or you explicitally bind to "any" that way: "0.0.0.0:8000".
That being said, "127.0.0.1:8000" will (should) only accept connections from the local machine, but that should work in your case.
Comment
-
I want to thank you for this plugin. I managed to get it working with preview 3 of 4.16 on a mac, despite not being totally familiar with the process of recompiling plugins. Nor have I tried to do anything clever with it yet, but I am able to trigger an event via received OSC data and read an integer value from it which is all I needed to do today.
Comment
-
Hi,
I hope it's OK to post this here...
For a project I've been working on (which uses the excellent OSC plugin) I needed the ability to save the OSC addresses used as control data, recall these between sessions and set up easily managed routing of the different incoming OSC data within the project.
So, I built something that did this.
I produced a BP actor that can be dropped into the level and will sit there receiving any incoming OSC data and parsing it according to some user defined settings so that individual addresses can be used to control functions within the project.
I put together a short blog post describing the system with links to download a little demo project in case anyone else finds it useful: https://teedstuff.wordpress.com/2017/06/18/osc-utility/
Comment
-
Is it possible to get this to run on a source build of the engine? I have 4.16.1 source build buit the release does not work.
'OSC plugin was designed for a different version of the engine. Attempt to load it anyway?"
I click yes:
"Missing or incompatible modules in OSC plugin - would you like to disable it? You will no longer be able to open any assets created using it."
I hit No:
There are several load errors and Unreal stops loading and closes. Any ideas?
EDIT: ^This is using a blueprint build.
I just attempted a blank C++ project and get this error when Generating Files for Visual Studio:
"c:\Users\melee\Documents\Unreal Projects\OSC16\Plugins\UE4-OSC-master\OSC\Source\OSC\OSC.Build.cs(3,15) : error CS0101: The namespace 'UnrealBuildTool.Rules' already contains a definition for 'OSC'"
Double Edit: My bad, I fixed it. I just had to have the OSC folder in plugins, not "UE4-OSC-master"Last edited by RealAero; 08-04-2017, 02:23 PM.
Comment
Comment