Thank you very much for taking the time to make a response video like that, I really appreciate it!
I have not looked into Blueprint Interfaces before, but it certainly seems like it could be the trick I’m looking for now that I’m aware of it.
I feel like I understand it in principle, but I still can’t admittedly figure out how to implement it in order to control the variables in Ultra Dynamic Sky with the incoming float data from Ableton.
So I’ve currently got a blueprint for my OSC data called “BP_SH_MacroControlUDS” which is the blueprint that receives the float data, which then needs to be sent out to the Ultra Dynamic Sky variables some how. I’ve tried to combining the “Caller” blueprint into this, as the initial caller example didn’t have the OSC inputs needed for my particular example.
I’ve then got the Implemented Interface set up with Functions labeled for each variable I’d like to control in Ultra Dynamic Sky.
I have the input labeled to be the same info Ableton is outputting “macro/1/1/value” with the corresponding output labeled as the location in which I’d like that macro track to effect.
“Time Of Day” in this particular instance.
Then there is receiver which is set up as shown in the walkthrough, with an additional attempt at labeling things in accordance to Ultra Dynamic Sky.
I assume I’m completely misinterpreting what to do here, as nothing effects Ultra Dynamic Sky when I attempt to play the level with all three variables set up and placed into the level where applicable.
