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[Plugin] OSC for UE4

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  • replied
    Hi, I Trying Build Package in 4.19 and receive this error: (In PIE is OK)

    - LogOSC: Warning: Settings changed registration failed

    In my project.Build.cs i add "OSC" module...

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  • replied
    Has anyone else's OSC Receiver component disappeared from a blueprint? I can create another BP in the same project, start from scratch, and that OSC Receiver component remains (after I save, close the project and re-open)... but the one I've been developing for so long always goes missing. Even after I recreate it in the BP, testing works, then I save and close, re-open and its gone and breaks everything again.

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  • replied
    Hi! I have an issue with the plugin or UE. I work with 4.18.3 and I have the TouchOSC app too. I did everything like in the tutorial but I don't receive any message in UE from TouchOSC. But Unreal shows messages sent from another programs like QLC+. Also I can receive messages from TouchOSC in PureData.

    Have you ever had a problem like this?

    Leave a comment:


  • replied
    I have it working in 4.18.3 No errors so far. I still making something more complicated, but I can print the OSC messages.

    If anyone has any information on converting MIDI to OSC pleas send to me. I'm trying to find some software that will allow me to use a standard midi controller to OSC to Unreal.

    Thanks for the probably the best tutorial on OSC for Unreal!

    Leave a comment:


  • replied
    Hi! Does this plug in works with version 4.18.3? I installed the plug in and it seamed to work, but it seams not to be sending any data. I have already the monitor and tryed with different computers (IP) different ports, and adresses and nothing.

    Leave a comment:


  • replied
    You named your project "OSC", just like the plugin.
    You should try a different project name.

    Leave a comment:


  • replied
    Hi - I am trying to compile this plugin using Xcode 9.2 and Unreal Engine 4.18.3 and keep getting this error

    "Discovering modules, targets and source code for project...

    Generating data for project indexing... 50%ERROR: Plugin 'OSC' (referenced via default plugins) does not contain the 'OSC' module, but lists it in '/Users/thisuser/Documents/Unreal Projects/OSC/Plugins/OSC/OSC.uplugin'."

    Steps to reproduce:
    Create new C++ project
    Close Unreal
    Add Plugins folder and OSC folder
    Cmd click .uproject ->Services ->Generate XCode project

    Same error if I try building project directly in Xcode

    Any suggestions ??

    TIA

    Leave a comment:


  • replied
    Hey, Hope all is good.
    I am having trouble with my Windows 10 machine hanging when receiving and sending OSC data. The problem seems random and I am having trouble pinning down the problem. When I send an OSC message into the Unreal 4.14.3 system it occasionally hangs the machine so I have to end the unreal task. Sometimes it does not hang the system and works fine allowing me to monitor motion controller parameters in Reaper.
    Any advice gratefully received, many thanks

    Leave a comment:


  • replied
    Has anyone noticed that when you transform an object with OSC the anti-aliasing doesn't update immediately? Any idea how to fix?

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  • replied
    Could someone lend a hand? I'm really struggling : ) UE4-OSC is working perfectly. My problem is that I am receiving a very complex OSC bundle. Everything in the bundle comes in pairs of either two strings, a string and a float, or a string and an integer. While they are always paired up next to each other in order, the pairs themselves can shift around so that they can appear anywhere in the index. So for example "speed" 0.25 "gain" 1. That's four messages total ordered from 0 to 3, but sometimes that will be reversed so that you get "gain" 1 "speed" 0.25.

    How in Blueprints can I setup logic that can separate between these three kinds pairs and allow me to work with these three types. Essentially the first string is always the key and the second argument (float, string, int) is the data.

    Leave a comment:


  • replied
    Yes Andy, I can confirm it works perfectly with 4.17.2. I get the error also, but I just ignored it and everything seems perfect. I am now wondering if the plugin works with 4.18. I haven't tested that : )

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  • replied
    Hi,

    does the plugin work in 4.17 ?
    Tried it with the "master" but got a error in VS !?

    And big thanxx for the plugin !!

    Andy

    Leave a comment:


  • replied
    Hi monsieurgustav,

    Is there a way to parse the FName that comes out of a received message to a granularity finer than the final component of the address path?

    Like let's say you have a two branches of paths that differ by an int in the middle of the path.

    /FishTank/Guppie/0/Stripes/Yellow 3.0
    /FishTank/Guppie/0/Dots 27
    /FishTank/Guppie/0/Name Jeffrey
    vs.
    /FishTank/Guppie/1/Stripes/Yellow 3.0
    /FishTank/Guppie/1/Dots 27
    /FishTank/Guppie/1/Name Jeffrey

    When I yank the FName of the Address pin out for a Switch on Name, I can't seem to drill down at any level higher up than the last part - Yellow (f), Dots (i), or Name (s). Should I just store a temp string and then parse it from there, or is there a smarter way to do that?

    Thanks

    Leave a comment:


  • replied
    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.

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  • replied
    Click image for larger version

Name:	{437FA332-FB71-1741-B977-03296AA251FE}.png
Views:	1
Size:	61.9 KB
ID:	1131277

    Is such a perfect plugin available for use in UE4Xcode?

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