I didn’t have much time to test it, but i replaced my timer/stack osc sender with the bundle sender and it works a treat - the system actually feels more stable to me now as before there was a tiny delay between message sends which was visible on my controller. So thanks!
Also - is there a simple way to add an IP address to the OnOSCRecieved event? I have to configure 2 iPads to send to the engine’ IP address, which is inescapable, but i’d like to have a button on my touchosc controller which sends ‘I am Ipad One’, which the engine would get and use the incoming IP address to create an outgoing one? I don’t know what’s reported when an OSC message is sent or if the UDP can report this information.
Do you have a tip jar so I can send you a contribution - beer money!
I don’t have a tip jar, and have no plan to open one. I don’t really need the money (at least, it is not the reason why I maintain the plugin) and I do not spend much time on the project (few hours a week/month).
But I really like a text or video of your project/work in progress!
About the “From IP Address” value, it should be totally doable.
As usual: file an issue on the GitHub for it!
Just been testing the new build and it works as advertised! This is really great for me - trying to explain to someone how to find an IP address and entering it into a field in a widget was a bit painful. Now the player only has to press any button on my TouchOSC interface and the whole thing gets sorted out!
Also - and I don’t know if you or anyone uses TouchOSC (Which is a great app), I had another huge breakthrough tonight! It’s the same thing with IP addresses - i’d have to find the IP address of my PC in order to type this into TouchOSC so it knows where to send commands to - not anymore! Previously I couldn’t get TouchOSC to use the HostName - which would obviously save a lot of time and effort - i’ve worked it out though - my PC is called WIN10BOX and I’ve found that typing WIN10BOX.local into touch OSC means my PC is locate-able on my home network - great news for me! Everything can now autoconfigure with no pesky IP addresses in sight!
Massive thanks again, M.Gustav. I’ll get you a clip of what i’m doing as you asked.
i’d like to contribute to this plugin so when I get a chance I’ll put a tutorial together.
Does anyone have managed to get it working? Is there an alternative to this plugin to get OSC messages in UE4? I really need to use this version due to the new VR features. 4.11 is also near to become stable.
Hello!
How to configure the receiving port on the client to exactly the same as when sending data?
What I mean:
I pointed out to the reception port 8000
I send data to :9000
On the server side raised node.js and node-osс.
I can see that the client has ip and port 64027 (each time a different client port is opened), so here I am on the side of the server can send back data on :64027 but the client is configured on port 8000 and the data can not be considered to the customer.
So the question arises, how to automatically substitute the client port on the wiretap data? in my case it has to be 64027 (same as the port and is set automatically when sending data)
you couldn’t give an example of “callback” port? how to learn what port the operating system has opened for sending the message that I could set up him in OSC the message?
You misunderstand: the sending port (here 64027) has nothing to do with the listened port (8000, 9000, ?).
(you may find useful to read about how networking works)
Anyway: you don’t care the sending port, only the listened port on the destination machine.
The easiest way is to listen the same port (8000) on all machines, that’s generally what I do.
If you cannot do that, and you want a system that runs without configuration, every machine should add its listened port (“callback port”) to the message it sends.