Hi
Hi evaluating the posibility to view data in real time from OPC servers on Unreal Engine and used emulate what its happening in the process (for example water level on a tank)
There is a way of doing this?
Thx in advance for any help or info about this!!
Hi, I know this thread is really old, but did you ever come up with a solution to this, i also need OPC connectivity to UE4 ?
Thanks in advance
Hi, I managed to get an OPC-UA connection working but I had to do it with UnrealEnginePython using the FreeOPCUA project examples. I did it this way as I had no idea how to do this in C++. As UnrealEnginePython has been put on hold it would be great to see an implementation in C++ or a plug-in. There are a few open source C++ libraries for OPC-UA available.
Just spotted this if it is any help…
I managed to get this code working. Here is complete project that you can hopefully import to your projects. This enables OPCUA function utilization from Blueprints:
I hope it is ok by Epic that OpcUAClientBPLibrary.cpp and OpcUAClientBPLibrary.h have copyright by Epic.
Hi @anonymous_user_1a55bc9d1 could you help me also with this?
I have UE4 project which i need to connect using OPC. I also have OPC Server (TOP Server 5.21). Is your addon provides this feature? Features i need are connect/disconnect, read/write and “connection lost” check
My plugin has these features
- Cross platform
- Async Read and Write (boolean, byte, sbyte, float, double, int16/32/64, string… including their timestamps, data name and descriptions)
- Historical data access
- Multiple Server Connection
- Secure connection (username, signed, signed & encrypt)
- Runtime certificate creation (not temporary certificate from open62541. a real certificate file) which compatible with OPC UA v1.04 protocols.
I don’t have “check connection” feature specifically because all client libraries already have UA_Status variable. When you want to connect an invalid server, you will get UA_STATUS_BAD. When you want to read or write a node to/from disconnected server, you will also get an error. All these errors have their stringified returns.
But if you want it as a server health check, it can make senses. I just didn’t think about it.
The problem is, I am not consider sharing or publishing it right now.
Hey eray_ozr,
Well done on the plugin.
Is it available for UE5.2 as well, please?
All the best,
Smudgy
Yes but it is closed source and I don’t consider to share it freely. If there is enough request, I can think to create a product based on monthly/yearly subscriptions.
I wrote details to here.