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[Plugin] OSC for UE4

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  • replied
    Is this plugin working for people in 4.15? I wont' work for me only 4.14 and below.

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  • replied
    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.

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  • replied
    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)?

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  • replied
    Hi!
    The plugin is compatible with 4.15.
    Make sure you have the lastest version (from the master branch) and created your folders right. You should have /MyProjectRoot/Plugins/OSC/OSC.uplugin

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  • replied
    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?

    Leave a comment:


  • replied
    If position works, that's a different matter and has nothing to do with the plugin.
    In UE4, the player *rotation* is managed by the player controller: you cannot force it on the actor itself, you must update the controller.

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  • replied
    Hi [MENTION=22242]monsieurgustav[/MENTION]

    It seems to work like this, I already have position this is rotation that doesn't work... Default pin play well :
    Click image for larger version

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    Could you show me how Tick actor works?

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  • replied
    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").

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  • replied
    Hi,

    I need your help again
    Could you tell me why pawn's actor rotation doesn't work? I check thanks "print" values everything that's come in es good but nothing rotate... Maybe there is an option in project' settings?

    Click image for larger version

Name:	camera_osc.jpg
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    Attached Files

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  • replied
    Find it !
    Every datas are in the same pop float, the others gave me "0".

    Here is the solution :
    Click image for larger version

Name:	cam_osc.jpg
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    Best,

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  • replied
    You need to pop each value - so add another 5 pop floats in a chain each from the output of the previous.

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  • replied
    Hi guys, I'm still looking to link a camera in unreal engine thanks to OSC.

    I have a software that gave me the osc data:
    Click image for larger version

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    And I want to link this channels to a camera (cube in this picture) :
    Click image for larger version

Name:	unreal_osc.jpg
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    But I can't fin d the way to split the datas I receive.
    Any help?
    Ty

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  • replied
    Definitely: post an issue on Github to keep track of it.
    I'll fix de crash ASAP, then think about the best solution to fix it for good.

    Indeed, it is a "per parameter" limitation, so you can stack up many string parameters on a single message.

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  • replied
    Probably worth at least setting up something to catch this rather than a crash. I could imagine it could catch someone out in the future.

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  • replied
    Oh well, Ive worked around it by sending multiple messages and appending them in the engine - it's not perfect but it works for me. Presumably this limit is per element? I could send several string messages in the same osc message and pop each one?

    Thanks for the help! At least it's a known issue now.

    Dan

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