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[Plugin] OSC for UE4

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  • 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!

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  • 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.

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  • 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

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  • 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.

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  • 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!

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  • 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?

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  • 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?

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  • replied
    Hi its Bruno from the future, the answer is yes

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  • replied
    Hi, will the plugin work in 4.19.2 or 4.2?

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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:

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