OSC On Message Received binding event triggers both on every message received and every nth message received

Apologies for the confusing title, I wasn’t sure how else to word it.

This happened after I placed a Nebula blueprint into the scene. It was absolutely fine before this.

I have, in my scene, and actor blueprint which creates an OSC Server on begin play, and binds it to a custom event which stores the current float value and increments an integer.

The OSC Client is sending a message at 50fps, and I receive all the data. However, the values only update once every 6-10 messages.

If I print the values to the console, I still see the correct number of values (50 per second).

I have so far tried:

  • Rebooting the project
  • Remake the project in the same UE version (5.5).
  • Remake the project in a different UE version (5.3)
  • Disable and enable the OSC plugin.
  • Remove the Nebula content entirely from the project.
  • Restart my machine.
  • Verifying my engine install files.
  • Reinstalling the engine completely

None of these had any impact.

I have checked:

  • Project Settings
  • Editor Settings
  • Editor Performance (solid 120 FPS throughout the project)

I couldn’t find anything to suggest why this issue would be occurring.

The only fix I have found is to swap machines completely. I only have so many machines I can work on, and I’d be bound to run out eventually. I also feel like I’m going insane!

I would be grateful for any help anyone can give to this issue.