Low Entry Plugins

I haven’t tested this on IOS or Mac no, I expected the internal socket functionality to work in exactly the same way.
Apparently this is not the case.
I will try to find out what causes this.
The linked thread sadly doesn’t have a solution yet, but it did give me some ideas though.

Do you by any chance know if it works on Macs or not?
If it’s just on IOS, it might be a permission or certificates problem.

Okay, devices are at my friend, I will get results from him tomorrow with logs.

It is crashing at Mac. We have to recompile the code ourselves but this device is too slow(regular Apple marketing politics).

In iOS it just doesn’t connect. I’ve read on the Internet that we need to add .server permission to the game but there is no documentary about adding entitlements to ios games in Unreal. I think Epic Games never tried to add new sandbox permissions to a game, looks like they didn’t care this issue a lot.

We disabled login system in iOS and we are fine with this at this state. I think Apple is the one that should learn that things must be easier for developers. I guess they think that they will become unique by adding complex ways to just add a permission.

That iOS doesn’t work could also be caused by the faulty build, which I think is actually the case.

I have searched some about iOS permissions, but it doesn’t seem like you need a permission specifically to connect to a server over the internet.

I’ve found this, but that also doesn’t contain anything useful: Avoiding Common Networking Mistakes

So perhaps it just doesn’t work right now because of a faulty build.

I’ll let you know when the plugin has been build against 4.13.1 and has been published to the marketplace.

New versions have shown up in my launcher. Any chance that they are the 4.13.1’s?

I haven’t received an email from Epic about the plugins being build against 4.13.1 yet.

They did rebuild the plugin with 4.13.0 a couple times to see if that would fix the problem, but sadly it didn’t.

Update:

I’ve just received an email stating that the 4.13.1 build of the plugin has been published to the marketplace.

I’ve tested it and it seems to work now, no more crashes!

Thanks for staying on top of this! I just tested in the editor with the new plugins and no crashes. I appreciate your efforts. :slight_smile:

I’m testing my Jenkins build with the new plugins. That takes a while, but I think all will be fine.

Would it be possible to add BP node to turn on/off flashlight on Android/iPhone ? (and maybe another one to check if flashlight is on)

Also wondering if it’s possible (unless UE4 already has that out of the box), to check if mic on the phone gets input (like if player makes some audible sounds or if player is being quiet) ?

Thanks beforehand

As far as I know neither the camera light nor the microphone ideas are currently possible with the UE4.

It should be possible to make it by editing the engine code, but with a plugin alone it is not possible.

The android methods that are currently available in the engine are:

It seems like the engine does have voice capturing code in there, but I could only find implementations for mac, windows and steam for it.

@

Got it, thanks. I posted feature request for Epic, but I am not sure if it will happen any time soon :frowning:

@

There were some talks on Discord in #ue-ai channel about using EQS as scoring method for AI that can be used for any number of things, especially deciding attacks (based on distance I guess and whatnot). I asked why EQS can’t be used out of the box and I was told that I wouldn’t be able to make my own tests, and it’s not possible to make new types (currently EQS will only generate actors or locations).

I am no AI pro (or even not a n00b), but it sound like something quite useful. If you know what on earth it’s all about, do you think you can add that extended functionality for EQS into LE Extended Standard Library ? (PC/Android)

Alternatively if you can add all kind of AI extended functionality into a standalone plugin, I’d buy that :o

Thanks for letting me know!

I have currently no idea how EQS works, so I’ll have to do some research on this first.

If I can make something useful for it I’ll let you know.

I do not know if there is a way to make HTML 5 Speech recognition UE4 with Low Entry’s HTTP plugin, Socket and JSON plugin?

I don’t think that will be possible, because it uses websockets, the HTTP Request plugin just makes HTTP Requests.

Maybe the build-in webbrowser in the UE4 works with it, but I doubt it will, since it lacks a lot of features.

The best thing to do is to record a piece of audio with UE4 and to then upload that to an API with the HTTP Request plugin, which will then retrieve the result from the API.

Recording audio in UE4 is also something that is not very easy to do either, and it is currently even impossible to do so with blueprint.

I would drop this idea/feature for now and wait till it becomes easier and more do-able with the UE4.

Maybe someone can help me. I bought the plug in because I wanted to write to file just a basic set of numbers delimited with commas but I can’t figure out how to convert the string to bytes, which look like the only output option. Can anyone help?

To clarify, this^ is is for the file manager plug in

In the Extended Standard Library plugin (which is free) you can find a string to bytes blueprint.

You sir, are a gentleman

So… when might we be able to expect the 4.14 updates for the plugins? :smiley:

The updates have been sent to Epic, they just need to publish them to the marketplace.

I don’t know how long this will take, they are usually quite busy during new engine version releases, so it might take a couple of weeks worst case scenario.