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[Plugin] OSC for UE4

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  • replied
    Great plugin!

    Just compiled it using Visual Studio 2017 and got it running and receiving OSC data with UE 4.25.0.

    Thank you so much for sharing.

    Leave a comment:


  • replied
    Hello guys... has any of you been able to make the plug in to work with the latest UE 4.24 (raytracing enabled version)? specifically with facacap facial input app for iphone? It would be very good if someone has a solution for it so that I can test with my own characters. : ) thanks in advance.

    Leave a comment:


  • replied
    wickerman123 Thanks for the info! That’s good news because I’m still sorting out the whole broadcast/multicast/unicast thing. I’ll have two headless Raspberry Pi’s running XWax, but the app will need to distinguish which is which and filter out messages not intended for the current node.

    I disabled the native OSC plugin when I started using UE4-OSC, so no issues there.

    I’m happy to report that my app built, and runs on the Magic Leap device. Now I can work on fun things for a bit instead of networking boilerplate.

    Leave a comment:


  • replied
    Originally posted by Stjohn909 View Post
    monsieurgustav This plugin is saving my butt right now, great work and thank you! A couple of things:
    • Do I have to use the Osc Receiver Actor of the UE4-OSC plugin or can I add the OscReceiver component to an existing actor and get the same behavior? right now it looks like no, because no OscReceivedEvents are happening in my actor with the OscReceiverComponent. In my test case using the Osc Receiver Actor, everything works fine. If i add the OscReceiverComponent to an existing BP Actor, it doesn't work. I can send, but not receive.
    • What exactly is the Address Filter on the OscReceiverComponent? Is that an Osc-type address or an ip address/port?


    wickerman123 I'm using UE4-OSC in the the Magic Leap UE4.23 Editor from the store. The native plugin only works on Win64/Win32 builds at the moment, at least with the version of 4.23 I'm using. So if you're planning on pushing to a device, you'll want to stick with UE4-OSC for now anyway.
    You can just add the OSCReceiver component to anything you need to listen out for OSC commands - including stuff like the gamemode!

    The address you get from the OSC Reciever is an OSC Address. When binding to the "OnOSCRecieved" delegate, you get another pin for sender IP (annoying something not included in the native plugin by epic!)


    Good to know that there are compatibility issues, thankfully I don't have any plans on using OSC on anything other than windows.

    Just a heads up, if you're using monsieurgustav 's plugin in 4.23 or 4.24 you may get build errors due to the conflict with the included OSC plugin.

    Leave a comment:


  • replied
    monsieurgustav This plugin is saving my butt right now, great work and thank you! A couple of things:
    • Do I have to use the Osc Receiver Actor of the UE4-OSC plugin or can I add the OscReceiver component to an existing actor and get the same behavior? right now it looks like no, because no OscReceivedEvents are happening in my actor with the OscReceiverComponent. In my test case using the Osc Receiver Actor, everything works fine. If i add the OscReceiverComponent to an existing BP Actor, it doesn't work. I can send, but not receive.
    • What exactly is the Address Filter on the OscReceiverComponent? Is that an Osc-type address or an ip address/port?


    wickerman123 I'm using UE4-OSC in the the Magic Leap UE4.23 Editor from the store. The native plugin only works on Win64/Win32 builds at the moment, at least with the version of 4.23 I'm using. So if you're planning on pushing to a device, you'll want to stick with UE4-OSC for now anyway.

    Leave a comment:


  • replied
    Hello all. Does anyone know how to set the plugin settings at runtime (especially in c++)? I'd like to set my receive port based on a config file. I tried updating "ReceiveFrom" in OscSettings.cpp constructor but that didn't work.

    Thanks!

    Leave a comment:


  • replied
    Any chance this will be updated to 4.23? I know 4.23 has a native OSC plugin now but it's not as user friendly as this and it's sorely missing the ability to register an incoming OSC message as an input in Project Settings.

    Leave a comment:


  • replied
    I'm having an issue with 4.21.2 whereby I can only receive unicast messages regardless of the setting in ProjectSetting/Plugins/OSC/Receive. This is true even if I have just the port number set there (so in theory it should receive everything on that port). Any ideas?...

    Jon

    Leave a comment:


  • replied
    I would like to include this plugin in a project for Magic Leap with the dev-magicleap-mlsdk-0.19. branch of the UE4 source code.

    Is it possible to have the plugin updated to successfully build with this branch of the editor?

    If you'd rather talk about this privately please let me know.

    Thank you in advance.

    Leave a comment:


  • replied
    Did anyone manage to run this plugin on 4.21 on iOS? I tested it with just an empty map and one umg button that sends osc, but it crashes immediately when I press that button.

    edit: I got it to work. I used "get all actors with tag" to get blueprint, and after replacing it with something else, managed to get it working.
    Last edited by uros.rajsic; 01-30-2019, 07:31 AM.

    Leave a comment:


  • replied
    Hey Jim, if the c++ class opens in VS, your project is now a C++ Project and you can copy over the OSC folder.
    Plugin works at the moment perfect with 4.21.1, so big thanks!

    Leave a comment:


  • replied
    Originally posted by Gibson_Martelli View Post
    ok so the answer was staring me in the face - I had moved a compiled plugin from a test C++ project. So to fix, I copied my existing project (a blueprint one), opened it, added a C++Class (I have Visual Studio 2015 installed btw.) And then it packaged just fine. No errors running the packaged project. So this may help someone else who has issues with packaging plugins.
    HI Gibson, i've been having exactly the same problem. I'm quite new with unreal, can you elaborate a bit more on how you added the c++ class? When I try adding a class in the unreal engine it adds an empty c++ class that opens in visual studio.

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  • replied
    ok so the answer was staring me in the face - I had moved a compiled plugin from a test C++ project. So to fix, I copied my existing project (a blueprint one), opened it, added a C++Class (I have Visual Studio 2015 installed btw.) And then it packaged just fine. No errors running the packaged project. So this may help someone else who has issues with packaging plugins.

    Leave a comment:


  • replied
    I tried packaging without using PAK files, so you can see all the gubbins in diredctories. AndI manually copied over the plugin to the build folder. Still crashes but error message now reads " Plugin OSC failed to load because module OSC could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project." Any ideas?

    Leave a comment:


  • replied
    Ok so the plugin works great in the editor. I followed this tutorial video here for building the thing https://www.youtube.com/watch?v=GGGs-n-CKtY .
    BUT when I come to package the project, it packages, but the packaged project crashes with an error. "....Could nor find SuperStruct OscReceiverActor to create OSCreceiverBP_C.." Any idea how to fix this?

    Leave a comment:

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