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[Plugin] OSC for UE4

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  • replied
    @Grifu
    For those who missed it, the issue on MacOSX is fixed.
    So the latest version of the plug is the way to go !

    @wimmm
    It's the first time I see that kind of error.
    Are you sure it is related to the OSC plugin ?

    Leave a comment:


  • replied
    Hi, How i Create Event On Received OSC???

    I Download Last Version more not Receive OSC Messages... In OSC Data Monitor is OK more Im Not Printing Results In Screen...

    in Windows...

    Click image for larger version

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    Last edited by CrashAngel; 04-03-2015, 06:48 PM.

    Leave a comment:


  • replied
    Great Monsieur Gustav, I have just download the new version of the OSC plugin and it works even with the 4.7.3 in Macintosh.
    I was able to send messages to output and trace them with osc monitor.

    Thanks!

    Leave a comment:


  • replied
    Hi Everybody,

    I get a problem when I try to add the "Refresh visual studio project stage". This is the message I get:

    Failed to generate project files. Log output:
    Running D:/Epic Games/4.7/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Administrator/Documents/Unreal Projects/gardentoy_test/gardentoy_test.uproject" -game -rocket -progress
    Discovering modules, targets and source code for game...
    UnrealBuildTool Exception: System.Exception: Could not find token at index 0
    bij fastJSON.JsonParser.NextTokenCore()
    bij fastJSON.JsonParser.ParseValue()
    bij fastJSON.JSON.ToObject(String json, Type type)
    bij fastJSON.JSON.ToObject[T](String json)
    bij UnrealBuildTool.Plugins.LoadPluginDescriptor(FileInfo PluginFileInfo, LoadedFromType LoadedFrom)
    bij UnrealBuildTool.Plugins.FindPluginsRecursively(String PluginsDirectory, LoadedFromType LoadedFrom, List`1& Plugins)
    bij UnrealBuildTool.Plugins.DiscoverAllPlugins()
    bij UnrealBuildTool.RulesCompiler.FindAllRulesSourceFiles(RulesFileType RulesFileType, List`1 AdditionalSearchPaths)
    bij UnrealBuildTool.ProjectFileGenerator.DiscoverTargets()
    bij UnrealBuildTool.ProjectFileGenerator.AddProjectsForAllTargets(List`1 AllGames, ProjectFile& EngineProject, Dictionary`2& GameProjects, Dictionary`2& ProgramProjects, HashSet`1& TemplateGameProjects)
    bij UnrealBuildTool.ProjectFileGenerator.GenerateProjectFiles(String[] Arguments, Boolean& bSuccess)
    bij UnrealBuildTool.UnrealBuildTool.GenerateProjectFiles(ProjectFileGenerator Generator, String[] Arguments)
    bij UnrealBuildTool.UnrealBuildTool.Main(String[] Arguments)

    This is all pretty new to me, but would be great if someone could help

    best

    wim

    Leave a comment:


  • replied
    Thanks Monsieur Gustav for your great contribution!

    tried the penultimate commit with no luck!
    I´m not sure what is the problem, I just receive some errors in the OSCReceiverInputKey when compiling, but if I find it I´ll post it as an "issue" in on the Github!

    Leave a comment:


  • replied
    Hi guys !

    The thread subscribing functionality of the forum does not work perfectly. I've just found out your problem on MacOSX...

    I strongly encourage you to post an "issue" on the Github, when you are confident it is a bug.
    https://github.com/monsieurgustav/UE4-OSC/issues

    Back on the issue, I'll fix it ASAP, but I don't have much time right now...
    Probably next week.

    In the mean time, pulling the penultimate commit should work on OSX.

    Leave a comment:


  • replied
    Castalejo, like you said, there are two more files that makes reference to the editor version, but we should not change them because it´s to check older editor versions. For instance, to use the settings.h instead of the ISettingsSection.h

    I´m getting errors when compiling in the core unreal files:

    UnrealTypeTraits.h
    /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/Core/Public/Templates/UnrealTypeTraits.h:203:17: error: incomplete type 'OscReceiverInputKey' used in type trait expression
    /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/Core/Public/Templates/UnrealTypeTraits.h:444:35: error: no type named 'ConstPointerType' in 'TCallTraits<OscReceiverInputKey>'
    /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/Core/Public/Templates/UnrealTypeTraits.h:449:33: error: incomplete type 'OscReceiverInputKey' used in type trait expression
    /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/Core/Public/Templates/UnrealTypeTraits.h:450:32: error: incomplete type 'OscReceiverInputKey' used in type trait expression
    /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/Core/Public/Templates/UnrealTypeTraits.h:459:28: error: incomplete type 'OscReceiverInputKey' used in type trait expression


    and in Array.h
    /Users/Shared/UnrealEngine/4.7/Engine/Source/Runtime/Core/Public/Containers/Array.h:578:3: error: no matching function for call to 'DestructItems'


    It seems to be something to do with the OscReceiverInputKey

    Leave a comment:


  • replied
    Hey Grifu

    It looks like those steps should do the trick, one thing is that there was more than one line of code with the 40700 reference, i did find I think I 2 more on other places, sorry do not remember where. I am running on windows...
    But I still think that the code has to be looked up, because some of the functionality is gone, the OSC receive component cannot be added as a permanent component .... it can only be done with a add osc receive node in the eventgraph... anyways, Maybe monsieurgustav is just busy... but it would be nice to see this updated.

    Leave a comment:


  • replied
    Same thing here, working on mac and 4.7. We would really appreciate to have an update because our team is stuck without the plugin!

    Leave a comment:


  • replied
    Compile in MAC OSX 10.9.5 Unreal 4.7

    Originally posted by catalejo View Post
    I tried changing the code for the version 4.6 to 4.7 but no success on the compile... any chance MonsieurGustav could update this marvel

    edit:
    Ok so I was able to make it work this way... I did change the references in the code from 40600 to 40700. Then made a brand new project on 4.7 and did the generate code, and refresh steps after placing the code in the plugins folder and it compiled... then took the binaries generated and put them in my original project... but it looks like things have changed on 4.7 and the plugin does not work the same. The option for adding an OSC component in a blueprint is gone, but the node for adding it at runtime is still there, so still works... but yes maybe the code has to be looked up/modified so we get the old options back maybe?
    Thanks Catalejo,
    I´m started with Unreal 4.7 today so I´m a little confused in how to compile this awesome plugin.

    Did you made it work on Mac or Windows?
    I´m having errors in compilation

    Here are my steps:

    1. Change the fowling line of code in OSC.h
    #define OSC_ENGINE_VERSION 40700

    2. Create a new C++ Project

    3. Xcode opens automatically, and change to Editor build (near the play-Build icon) and change build for profiling (Product-Build for->profiling)

    4. Create a Plugins folder in the root project folder and copy the OSC folder to into it.

    5. Return to the unreal and make a File->Refresh Xcode Project

    6. Return to Xcode, and compile it

    7. Compilation errors

    Leave a comment:


  • replied
    I tried changing the code for the version 4.6 to 4.7 but no success on the compile... any chance MonsieurGustav could update this marvel

    edit:
    Ok so I was able to make it work this way... I did change the references in the code from 40600 to 40700. Then made a brand new project on 4.7 and did the generate code, and refresh steps after placing the code in the plugins folder and it compiled... then took the binaries generated and put them in my original project... but it looks like things have changed on 4.7 and the plugin does not work the same. The option for adding an OSC component in a blueprint is gone, but the node for adding it at runtime is still there, so still works... but yes maybe the code has to be looked up/modified so we get the old options back maybe?
    Last edited by catalejo; 02-25-2015, 02:59 PM.

    Leave a comment:


  • replied
    Issue with latest release (early Feb.)?

    I haven't been able to build the latest release in OS X either (the early February changes tagged with "in editor, listen port only during play/simulate").

    My builds from the previous release still work fine in 4.6 or 4.7 but the newest code isn't working for me either (OS X 10.10.2, 4.6 or 4.7)

    Originally posted by atk.io View Post
    With your instructions we've managed to build on Windows, but not OSX.
    We tried both just putting the OSC folder in plugins and creating dummy code rebuilding in xcode etc. tried on 4.5.1 4.6.1 and 4.7 (preview) changing the versions in both the discriptor and the cpp for every permutation. We tried on osx 10.10.2 and 10.9.4.
    http://pastebin.com/Xmg92BC5
    this is the log for 4.5 with the dummy code method.

    Thank you very much

    ATK!

    Leave a comment:


  • replied
    With your instructions we've managed to build on Windows, but not OSX.
    We tried both just putting the OSC folder in plugins and creating dummy code rebuilding in xcode etc. tried on 4.5.1 4.6.1 and 4.7 (preview) changing the versions in both the discriptor and the cpp for every permutation. We tried on osx 10.10.2 and 10.9.4.
    http://pastebin.com/Xmg92BC5
    this is the log for 4.5 with the dummy code method.

    Thank you very much

    ATK!

    Leave a comment:


  • replied
    Originally posted by catalejo View Post
    Hi Madsim
    I ran into the same problem, it is a matter of the order on how you do it: first you need visual studio on windows or xcode on mac installed... then open your project (without the plugin installed). once it is open go to menu/file and do "add code to project" this will open visual studio or x code, name your class whatever. Then copy the OSC folder in the plugins folder on the root of your project and do "Refresh Visual Studio project" also under file. Then build from visual studio... viola
    Never mind to my previous problem. I found this solution, I must have missed it earlier when I was reading the thread. Problem solved. Thanks catalejo

    Eric

    Leave a comment:


  • replied
    Originally posted by tomtong View Post
    I could not compile the plugin. My UE4 version is 4.5.1 How could I solve this?

    [ATTACH=CONFIG]18114[/ATTACH]
    IT seems I am having the same difficulty with this step using version 4.6.1

    The compile fails every-time.
    I have double checked the instructions several times I am not sure what error I am making.

    Does anyone have a quick solution to this problem?

    Thanks,

    Eric
    Last edited by grizfb75; 02-09-2015, 08:12 PM.

    Leave a comment:

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