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[Plugin] OSC for UE4

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  • 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

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  • 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.

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  • replied
    Hum... Address filtering is not implemented, yet...
    (I really should remove it for now...)

    I usually uses a "Switch On Name" node to perform the message routing.

    I have no problem using port 8000. If one of you finds the deep reason of that problem, I'd really like to know !

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  • replied
    Originally posted by pantopan View Post
    Oh, I've found what was wrong. UE4Editor process itself blocks specified port for listening.
    I had the same problem. port 8000 works fine in the editor but not anymore when it's packed.
    Now I'm using port 7777 and it works also when packed to a standalone *.exe in 4.6 and 4.7. I'm not sure about it, but I've read it somewhere that the 7777 is a standard Networking-port for multiplayer.
    So it should be open for sure.

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  • replied
    Nevermind,
    I do it with an event dispatcher now. At it works fine.
    I also didn't figured out how to use the address filter within the plugin nodes, so i compare the address string with an EqualString node followed by a Branch to exec the event.
    Class Blueprint:
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    Level Blueprint
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    Last edited by Method_Uli; 01-18-2015, 12:48 PM.

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  • replied
    Hey everbody,
    first of all thanks to monsieurgustav for this great plugin.
    After some problem I also get it to run.
    My problem is that I need a way to cast the values from the class blueprint to the level blueprint.
    Is there a simple way to do that?

    Sorry if this is a silly question but I'm totally new to UE4.

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  • replied
    Hmm: I'm getting a weird error where OSC will fail to bind the port I need it to listen to. Both ports 9001 and 8000 work in PIE and simulate, but only occasionally work when I compile or play in a standalone window.

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  • replied
    Originally posted by monsieurgustav View Post
    Hi Kazhiim,
    Too bad, I think we fixed the 4.6 the same day! Next time, do not hesitate to send me an email with your zipped sources (or create a pull request on GitHub)
    Anyway, the GitHub version works with 4.6 now.
    Cheers
    Haha, fantastic! I don't know C++, so it was like patching a tire when I've never touched a car.

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  • replied
    Originally posted by Crow87 View Post
    I hate necro'ing threads, and I'm half expecting to get no reply...

    But I've got the OSC plugin built and working in 4.5.1. I can create my blueprint, and use onOSCReceived. However, all the projects using the plug-in seem to spontaneously crash (or worse, not open at all) when an OSC stream is active. No error message, just instant CTD.

    Sometimes, it'll run the print command, then crash. Other times it just disappears without a trace - making it intensely hard to troubleshoot...

    Any ideas?

    Hi, sorry for the delay, it looks like the "listening thread" feature of the forum does not work very well...

    I've seen many crashes in the editor, using the OSC plugin or not.
    I had no crash involving specifically the OSC plugin in the call stack recently, though.
    Do you still experiencing those crashes?

    Still, I tend to log massively. I suspect it might be an issue...
    Try to comment the LOG calls and see if it changes anything.

    Leave a comment:


  • replied
    Hi Kazhiim,
    Too bad, I think we fixed the 4.6 the same day! Next time, do not hesitate to send me an email with your zipped sources (or create a pull request on GitHub)
    Anyway, the GitHub version works with 4.6 now.
    Cheers

    Leave a comment:


  • replied
    If anybody is curious, I made the changes necessary to get this working with 4.6. I'm not familiar with using git, so send me a message if you want the plugin.

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  • replied
    Hey,

    I'm getting an error when I try to recompile for 4.6. The error is "error C1083: Cannot open include file: 'Settings.h' No such file or directory'

    I can't find a settings.h in the OSC plugin directory. Anybody deal with this?


    Edit: looks like the big change between 4.5 and 4.6 is in how settings are registered by the plugin; lines 24 - 36 in OscModule are where the plugin is breaking.
    Last edited by Kazhiim; 12-10-2014, 11:27 PM.

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  • replied
    Originally posted by pantopan View Post
    Oh, I've found what was wrong. UE4Editor process itself blocks specified port for listening.
    Did you find a workaround? I'm having the same issue.

    Leave a comment:


  • replied
    I hate necro'ing threads, and I'm half expecting to get no reply...

    But I've got the OSC plugin built and working in 4.5.1. I can create my blueprint, and use onOSCReceived. However, all the projects using the plug-in seem to spontaneously crash (or worse, not open at all) when an OSC stream is active. No error message, just instant CTD.

    Sometimes, it'll run the print command, then crash. Other times it just disappears without a trace - making it intensely hard to troubleshoot...

    Any ideas?

    Leave a comment:


  • replied
    Could not compile

    I could not compile the plugin. My UE4 version is 4.5.1 How could I solve this?

    Click image for larger version

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