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ue-osc's Issues

Include prebuilt macOS binary or build instructions

I'm getting the following error message when following installation instructions on macOS 10.11.6:

screen shot 2017-07-24 at 12 10 00

I then checked the contents of UE4OSCPlugin folder and I can see that there indeed are no macOS binaries inside:

./Binaries
./Binaries/Win64
./Binaries/Win64/UE4Editor-UE4OSCPlugin.dll
./Binaries/Win64/UE4Editor-UE4OSCPlugin.pdb
./Binaries/Win64/UE4OSC.dll
./Resources
./Resources/Icon128.png
./Source
./Source/UE4OSCPlugin
./Source/UE4OSCPlugin/Classes
./Source/UE4OSCPlugin/Classes/UE4OSCPluginOSCInterface.h
./Source/UE4OSCPlugin/Private
./Source/UE4OSCPlugin/Private/UE4OSCPlugin.cpp
./Source/UE4OSCPlugin/Private/UE4OSCPluginOSCInterface.cpp
./Source/UE4OSCPlugin/Private/UE4OSCPluginPrivatePCH.h
./Source/UE4OSCPlugin/UE4OSCPlugin.Build.cs
./UE4OSCPlugin.uplugin

I think you missed an include file!

Thanks for updating the plugin!

When I build I think that

include "OscMessageStruct.h"

Is missing from the git.

Looking forward to trying this!

Dan

No OSC messages received with UE4 4.11 Preview 8

Hello,

The same project works fine in 4.10 but in 4.11 Preview 5 I get no incoming OSC messages (Windows 10). Outgoing messages work fine on both. There are no error messages in the Log other than this one (but apparently unrelated) that appears after playing the project in editor more than once:

LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//OSCListener///Thread_23b8_0///####STATCAT_Advanced#### old //STATGROUP_Threads//OSCListener///Thread_2914_0///####STATCAT_Advanced####

Infinite loop when socket fails to send

Hi,

I've discovered a bit of an infinite loop occurring when the socket fails to send any data.

The issue occurs here when socket->SendTo() sets bytesSent to -1. This causes length to continually increase, meaning that the loop never finishes.

I've found this on 4.17. I was using OSC successfully in 4.16, but on a different machine, so it may be related to my system rather than to the UE4 version. Either way, you may want to fail more gracefully here!

Thanks

OSC won't work a few minutes after playing and never work again before restarting Unreal Editor.

Hi,

I am facing a problem that OSC won't work a few minutes after playing. Actually the problem is very similar to this issue (#17).
But the weird point is that I am running the project on UE4.10.2. The conclusion in that issue was the version.

I am not sure but, I checked Output Log and find a message that related to this problem.

LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//OSCListener///Thread_f33b_0///####STATCAT_Advanced#### old //STATGROUP_Threads//OSCListener///Thread_1c5b7_0///####STATCAT_Advanced####

I have the problem under these situation:

  • OSX 10.10.5
  • Xcode 7.2
  • UE4.10.2
  • Latest UE4-OSC

I just in case put an image of my blueprint.
screen shot 2016-01-18 at 05 39 14

If you have noticed anything wrong, please give me some information. And also, so I am actually really the beginner of UE, if there is lack of information to identify the cause, please let me know.

Thanks in advance.

Knag

UE4-OSC Does not compile under UE4.6

Settings.h no longer exists (needs to be replaced with ISettingsModule.h)

and registration should look something like:

    if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
    {
        SettingsModule->RegisterSettings("Project", "Plugins", "OSC",
            LOCTEXT("OscSettingsName", "OSC"),
            LOCTEXT("OscSettingsDescription", "Configure the OSC plugin"),
            GetMutableDefault<UOscSettings>()
            );
    }

Unregistration should look like:

    if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
    {
        SettingsModule->UnregisterSettings("Project", "Plugins", "OSC");
    }

I spent a few minutes trying to implement these changes but ran into other compile issues, so there may be more that needs to change as well.

I'm currently working on a project where we're using the OCS plugin and need to move to 4.6 so hopefully this is a minor fix.

Implementing BasicOscReceiver into another class

I have been trying to add the BasicOscReceiver to a couple of my own classes in another plugin.

I added OSC to the private dependencies of my plugin but I always get the following error

error LNK2019: unresolved external symbol "__declspec(dllimport) public: __cdecl BasicOscReceiver<class UPropNetDevice>::BasicOscReceiver<class UPropNetDevice>(class UPropNetDevice *)" (__imp_??0?$BasicOscReceiver@VUPropNetDevice@@@@QEAA@PEAVUPropNetDevice@@@Z) referenced in function "public: __cdecl UPropNetDevice::UPropNetDevice(class FVTableHelper &)" (??0UPropNetDevice@@QEAA@AEAVFVTableHelper@@@Z) 2>Module.PropNetConfig.cpp.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: virtual __cdecl BasicOscReceiver<class UPropNetDevice>::~BasicOscReceiver<class UPropNetDevice>(void)" (__imp_??1?$BasicOscReceiver@VUPropNetDevice@@@@UEAA@XZ) referenced in function "int public: __cdecl UPropNetDevice::UPropNetDevice(class FVTableHelper &)'::1'::dtor$1" (?dtor$1@?0???0UPropNetDevice@@QEAA@AEAVFVTableHelper@@@Z@4HA) 2>Module.PropNetConfig.gen.cpp.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: virtual __cdecl BasicOscReceiver<class UPropNetDevice>::~BasicOscReceiver<class UPropNetDevice>(void)" (__imp_??1?$BasicOscReceiver@VUPropNetDevice@@@@UEAA@XZ)

The UPropNetDevice is an UObject .
Does anybody know what might cause this issue?

iOS Build Failure

Hello!

I tried to build UE4-OSC plugin for iOS and I got a redefinition compile error in line:
static inline std::size_t RoundUp4( std::size_t x )

I renamed this function to "stRoundUp4" in OscOutboundPacketStream.cpp
and rename all references to it, and compilation was successful!

Build log:

LogPluginManager: Loaded Plugin OSC, From /Users/macadmin/Documents/UE4/MyiOSProject/Plugins/OSC/OSC.uplugin
UATHelper: Packaging (iOS): UnrealBuildTool: In file included from /Users/macadmin/Documents/UE4/MyiOSProject/Plugins/OSC/Intermediate/Build/IOS/UE4/Development/OSC/Module.OSC.cpp:4:
UATHelper: Packaging (iOS): UnrealBuildTool: /Users/macadmin/Documents/UE4/MyiOSProject/Plugins/OSC/Source/OSC/Private/Common/oscpack/osc/OscReceivedElements.cpp:90:22: error: redefinition of 'RoundUp4'
UATHelper: Packaging (iOS): UnrealBuildTool: static inline uint32 RoundUp4( uint32 x ) 
UATHelper: Packaging (iOS): UnrealBuildTool:                      ^
UATHelper: Packaging (iOS): UnrealBuildTool: /Users/macadmin/Documents/UE4/MyiOSProject/Plugins/OSC/Source/OSC/Private/Common/oscpack/osc/OscOutboundPacketStream.cpp:152:27: note: previous definition is here
UATHelper: Packaging (iOS): UnrealBuildTool: static inline std::size_t RoundUp4( std::size_t x ) 
UATHelper: Packaging (iOS): UnrealBuildTool:                           ^
UATHelper: Packaging (iOS): UnrealBuildTool: 1 error generated.
UATHelper: Packaging (iOS): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: /Users/macadmin/Documents/UE4/MyiOSProject/Plugins/OSC/Binaries/IOS/UE4-OSC.a
UATHelper: Packaging (iOS): UnrealBuildTool: Total build time: 28,07 seconds
UATHelper: Packaging (iOS): CommandUtils.Run: Run: Took 28,287104s to run mono, ExitCode=5
UATHelper: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): /Users/Shared/Epic Games/UE_4.14/Engine/Binaries/DotNET/UnrealBuildTool.exe MyiOSProject IOS Development -Project=/Users/macadmin/Documents/UE4/MyiOSProject/MyiOSProject.uproject  /Users/macadmin/Documents/UE4/MyiOSProject/MyiOSProject.uproject  -remoteini="/Users/macadmin/Documents/UE4/MyiOSProject" -noxge -nocreatestub -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.01.27-13.49.06.txt' 

Basic Blueprint demo

Hi Gustav,

I come from using vvvv and I'm using Blueprint for the first time (actually yesterday, just going through the onboard tutorial guide). While the blueprint system is great it presents a very steep llearning curve for me at the moment. I've only just found out where to change the port setttings for the plugin, which took me all day

I've managed to compile your plugin (took a few hours), and I've managed to add a OSCReceiverComponent to my Blueprint by accident.

What I would like to know is just one, and the simplest way, to move an object from vvvv.

So far I don't understand how to hook up BP to use you OSC input. I'm not sure if There is anypoint in making inputs from the plugin settings at this point or if that simply complicates matters. I only want to send one float to the x-axis of a cube and then build me knowledge up from there.

Your answer may be to go back and learn Blueprint but your usage guide is a little too sparse for me (and other people I know with more UE4 experience) to follow. I know that I need more experience with UE4 but a screen shot of a freshly made BP graph that goes from 'event' to transform or target object could be illuminating. Your help here would would be a Godsend.

Thanks,

Yas

4.18.3

Hello, is it possible to update your plugin to latest 4.18.3 version? I tried to use the master, but I'm missing some of the blueprints, it seems the plugins does not work as it should. Thank you in advance.

Unable to build plugin with 4.17.2

Running D:/Program Files/Epic Games/UE_4.17/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="C:/Users/michela/Downloads/UE4-OSC-master/UE4-OSC-master/Examples/OscDemo/OscDemo.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
Messages while compiling C:\Users\michela\Downloads\UE4-OSC-master\UE4-OSC-master\Examples\OscDemo\Intermediate\Build\BuildRules\OscDemoModuleRules.dll:
c:\Users\michela\Downloads\UE4-OSC-master\UE4-OSC-master\Examples\OscDemo\Source\OscDemo\OscDemo.Build.cs(7,9) : warning CS0618: 'UnrealBuildTool.ModuleRules.ModuleRules()' is obsolete: 'Please change your module constructor to take a ReadOnlyTargetRules parameter, and pass it to the base class constructor (eg. "MyModuleRules(ReadOnlyTargetRules Target) : base(Target)").'
c:\Users\michela\Downloads\UE4-OSC-master\UE4-OSC-master\Examples\OscDemo\Plugins\OSC\Source\OSC\OSC.Build.cs(5,10) : warning CS0618: 'UnrealBuildTool.ModuleRules.ModuleRules()' is obsolete: 'Please change your module constructor to take a ReadOnlyTargetRules parameter, and pass it to the base class constructor (eg. "MyModuleRules(ReadOnlyTargetRules Target) : base(Target)").'
c:\Users\michela\Downloads\UE4-OSC-master\UE4-OSC-master\Examples\OscDemo\Plugins\OSC\Source\OSC\OSC.Build.cs(41,53) : error CS0117: 'UnrealBuildTool.TargetRules' does not contain a definition for 'IsEditorType'
c:\Users\michela\Downloads\UE4-OSC-master\UE4-OSC-master\Examples\OscDemo\Source\OscDemo.Target.cs(8,9) : warning CS0618: 'UnrealBuildTool.TargetRules.TargetRules()' is obsolete: 'Please pass the TargetInfo parameter to the base class constructor (eg. "MyTargetRules(TargetInfo Target) : base(Target)").'
c:\Users\michela\Downloads\UE4-OSC-master\UE4-OSC-master\Examples\OscDemo\Source\OscDemoEditor.Target.cs(8,9) : warning CS0618: 'UnrealBuildTool.TargetRules.TargetRules()' is obsolete: 'Please pass the TargetInfo parameter to the base class constructor (eg. "MyTargetRules(TargetInfo Target) : base(Target)").'
UnrealBuildTool Exception: ERROR: UnrealBuildTool encountered an error while compiling source files

Send to group.

Rather than using either '-1' to transmit to all OSC targets, or specific ones, i'd like to be able to send to groups of targets. An idea is we could have the send targets as an int array with a bool for 'send to all'.

Multiple OSC Send Targets

I'm having trouble sending to multiple targets. I have three iPads added to the OSC plugin config screen (192.168.0.40:8000, 192.168.0.41:8000, 192.168.0.42:8000). Whichever IP is in the first slot is the iPad that seems to get all the messaging from the plugin.

When there are multiple send targets possible it seems necessary to allow selection of a specific send target at run time. I want to acknowledge input on any specific iPad with a OSC message back to that iPad. So at times I want to broadcast to all send targets and at other times would like to be selective. Seems like the node should make the inbound IP or an index into the send target array available so we know which device to reply to. I'm using port 8000 for all the iPads and 9000 on the plugin - it would be very nice to avoid building and parsing IP:Port addresses in blueprints to make this all happen.

Commands from a browser

Hi there,
I want to be receive commands from a browser. I found this project and I tried a couple of their examples, but I couldn't get it to work with Unreal. Any idea how to do that?
Cheers

Receiving broken (again) for UE4 11 final

Hello,

Unfortunately now that UE4 11 final has been released, receiving stopped working again. This time I have no idea what's going on. The listening thread is running but no data is received. The socket seems to be empty every time is checked.

Trouble building for iOS

My UE4 project is currently blueprints only. On my PC, I installed the OSC plugin in a fresh C++ project, let the system do the compile, then copied the Plugins folder to my BP project. This lets me run in PIE and standalone on the PC and OSC works.

I used the same technique on the Mac and it runs fine in PIE. However I'm running into trouble when launching to iOS from the Mac.

When OSC compiles for iPhone SDK 8.4 -- I get a few dozen errors: "cannot use 'throw / try' with exceptions disabled."

I've modified OSC.Build.cs to set bEnableExceptions = false but this didn't change the build errors. Any suggestions you might have for cleaning up this issue and for improving this multi-platform build process would be very useful.

Regards,
David

Error in OSC (on Mavericks 10.9)

Hey there (again :P),

Ive managed to compile and run the OSC plugin on mavericks, yet it seems I get a MalformedBundleException when The Event OSC received gets triggered (when it receives an osc message).
Specifically on this line:
https://github.com/monsieurgustav/UE4-OSC/blob/master/OSC/Source/OSC/Private/Common/oscpack/osc/OscReceivedElements.cpp#L782
This is the stack trace: http://pastebin.com/c27eMrxi

Im trying to figure it out, have you been able to run this on mavericks?

Thanks again,

-Salman

no date receive

I want the ue4 to connect to the android mobile , and receive the sensor dates. I writed the socket client with java,when i test to receive , it's always none date. can you tell me why?

Crashes when more than 3 inputs are setup in OSC settings

I am trying to send OSC messages between 2 game instances and it crashes on the receiving end. The messages look like any other message so I don't understand what about them would have this effect. If I send the same message from another source there is no problem.

Plugin not compatible with Unreal Engine 4.17.2

I'm running 4.17.2 of Unreal Engine on Win 10 64bit. I just tried to install UE-4-OSC for the first time with no luck.

I'm also running Visual Studio 2017 15.4.1

I think I have all the C++ addons installed, but I am a newb.

Any help would be super appreciated.

maxmsp to ue

Hi,
Im trying to get 3 float values (x,y,z) from maxmsp to UE.
I managed to compile your plugin, i set the port and save it as default.
I manage to get your examples blueprints in my project.

Problem is I'm very new to UE, i have no idea how to have a cube (or any basic objects) move based to my data in. Also, can't seems to manage to see in UE if I'm getting the values from maxmsp.
Please help me.. getting rather frustrated.. :)

Im sorry if my question is very basic, hope you can find the time to help though.

Bundling OSC commands.

Hi M.G. As we've chatted about on the UE forums, it'd be great to be able to bundle a whole batch of OSC commands for situations where a lot of individual updates are required - hopefully this would help with efficiency in this case.

Dan

Does't compile on Mac

4 Errors on compile plugin.

Xcode 7.3 (Latest)

1:
/Plugins/OSC/Source/OSC/Private/OscSettings.cpp:62:31: error: no member named 'GetValue' in 'FIPv4Address'

3:
/Plugins/OSC/Source/OSC/Private/Receive/OscDispatcher.cpp:185:76: error: no member named 'GetAddress' in 'FIPv4Endpoint'

/Plugins/OSC/Source/OSC/Private/Receive/OscDispatcher.cpp:189:78: error: no member named 'GetAddress' in 'FIPv4Endpoint'

/Plugins/OSC/Source/OSC/Private/Receive/OscDispatcher.cpp:228:77: error: no member named 'GetByte' in 'FIPv4Address'

Works in editor, doesn't work in standalone

Hello!
I'd like to use this plugin with 4.8 and it behaves pretty strangely: when i'm running my game in editor everything works fine i can receive and send osc messages and the port for receiving is taken by UE4. however when i run it standalone or packaged UE4 doesn't even take the receiving port and doesn't send messages either, it doesn't work even when the editor is closed. what can i mess up?

OSC Data Elem Struct in BP

It would be very useful if I could create a local var to hold the Data array provided by the OSCReceiver. At least with my installation, BP doesn't list the OSC Data Elem Struct in the Variable Type droplist. This would certainly help with organization of my Event Graphs.

Cannot build for 4.7.2

Hi,
When I trying adding the plugin to a 4.7.2 project, I get this error on compilation :
capture d ecran 2015-03-12 a 14 52 31

Receiving from multiple senders

Hi, I was wondering if there is a way for me to receive from multiple senders.
I looked and tried to find a way to do it but couldn't find any. I ended up having to change the code of the plugin creating multiple sockets and sockets receivers. It all seemed to work until I started having this wired error when the CallbackMainThread calls __pendingMessages.Dequeue(message)_. The error actually happens on Array.h, when it calls CopyToEmpty. It throws: unable to access memory, error 0xffffffffff

If you know you know how to resolve this problem, or have a fix for it I'll greatly appreciate it.

Thanks, Javier

OSC Sender adress

Hi!
This is more like request.
Now I'm working with different apps and Bosc is very nice way to communicate between apps, but now I'm at point that my apps are on different computers and i need reconfigure OSC Sender settings in project settings, i need to change my ip each time i change network and i meed rebuild app for specific network. Is there any way to make blueprint for thous settings?

This plugin is awesome! It must have to be builded in engine by default :)

screen shot 2015-09-30 at 09 09 40

Getting compile errors with version 4.13.2

I get the following errors when compiling the plugin:
OscDataElemStruct.h(115): error C2065: 'MakeShared': undeclared identifier,
OscDataElemStruct.h(115): error C2275: 'TArray<uint8,FDefaultAllocator>': illegal use of this type as an expression,
OscDataElemStruct.h(115): error C2065: 'MakeShared': undeclared identifier,
error C2275: 'TArray<uint8,FDefaultAllocator>': illegal use of this type as an expression

Multiple of four

This issue might be with my OSC source but is worth mentioning as it is odd. The plugin generates OSC Message Error: bundle element size must be multiple of four - on a random basis.

From TouchOSC on the iPad - I've never seen this size error. I've loaded several factory interfaces and do aggressive mutltitouch testing on a wide variety of controls at rapid pace.

From Lemur on the iPad - many controls seem to result in the size error on an occasional and seemingly random basis. When this happens my project fails to respond to the tap and it is often the case that 3 or 4 additional size errors will follow within a short time. Then maybe no errors for many many taps, then another random size error grouping or a solo error.

This happens on my Lemur interface (simple with no scripts or expressions) and on the factory samples. Even if Lemur is sending occasional bad data the grouping of the error messages from the plugin might suggest that the error status isn't fully reset after the first one.

When I pound on TouchOSC and Lemur and watch for errors in Pd-extended - I get no errors detected.

I've tried creating push buttons on Lemur with different address lengths (from 1 to 6 characters) and they all behave the same way - none giving reliable errors but I can't say that they don't generate errors. There is no single control or address that gives an error each time or even most of the time - so I wonder if the problem is timing related.

Incoming IP address on message receive.

It's not an issue! Just a request.

I'd like to know the IP address of any given message sender. I'm looking into using multiple iPads to control UE and i'd like to be able to setup my outgoing messages based on incoming ones at runtime.

So, I could start my game with no OSC messages coming from the engine. Then on my iPad i can press a button which sends a message like 'I'll be iPad number 1' and UE can add a new OSC target and start transmitting back to that device.

This will save me from tediously inputting IP addresses into the engine or a config file - and also prevents me making mistakes with the ip address, which often causes an engine lock-up.

Cheers, M.Gustav!

Dan

UE4.18

I was just wondering if UE4-OSC works with UE4.18 yet and if there will be a version released soon that does.

LogOSC:Warning: Circular Buffer Full: Message Ignored Unreal 4.10.1

Spams in log:
LogOSC:Warning: Circular Buffer Full: Message Ignored

Not sure how to get rid of this...
It doesn't seem like it ever catches up i.e. if it was that we were sending packets too quickly, we can stop sending packets completely and the circular buffer will always stay full. Could potentially be a race condition where it never dequeues whats in the buffer.

This situation happens intermittently... sometimes it happens quickly, sometimes it takes a long period of time like many hours. Occasionally, we have had a situation where we couldn't get it to happen at all. Its very strange. Could possibly be related to current load on computer resources?

Make Structures and Relevant Classes Public

I've got an application for which I need to loop through a set of data element structs.
That the definitions for these types are private makes this a little more complicated, so I'll probably be pulling them into public and exposing them.

Is there a reason they are private?
I don't want to make a mess!

Possibility to define a default port for send targets?

It turns out that the issue I came across before was because I'd put a send target in without a port, which meant that it was then trying to send data to 0.0.0.0:0

Inspired by this, what do you think to having, in the preferences, a "Default Port" option, and then allowing targets to be defined either by ip:port or just ip?

Happy to make the changes myself if you think that this is a good way to go.

trying to get ue4 to communicate with pd using your plugin?

Hi monsieurgustav,

It would be very nice to get your plugin working. I get a couple of different errors such as:

LogOSC:Warning: OSC Message Error: unterminated address pattern
or
LogOSC:Warning: OSC Message Error: element size must be multiple of four

I have linked the pd file. This type of sample set up has worked in other applications.

the thing is I can see there must be a data stream but it is not able to break it down.

http://1drv.ms/1OzWTGs

again any ideas or help would be great appreciated.

Kind regards,
Michael.

More detailed documentation on how to install the plugin.

Could you please provide expanded installation instructions? Right, I´m not the first one having problems to get UE4-OSC running. Bit I´m sure, I´m not the last one either. I´ve been troubleshooting for days and got lost in trial and error. A video tutorial would be best, but a written manual with every step would be great, too.

OSC port will randomly close and not accept new connections until Unreal restart

Has anyone else experienced this?

Basically the OSC or TCP/IP port will seem to close and not reopen until the application is closed and reopened and then it works fine. Seems to be random in how long it will function before closing... no errors reported and nothing in the logs..

We have had this problem on Windows with engine 4.7, 4.8 and 4.9

Build fails under 4.15/Windows 10

Hi,

Unfortunately, building fails for me, even for the example project.

Engine version: 4.15
OS: Windows 10
Message: 'UnrealBuildTool.TargetRules' does not contain a definition for 'IsEditorType'

Thanks in advance for any hints on this.

Can't define listen port in packaged game.

In project preferences you can set the listen port for UE4-OSC to use, but when the game is packaged it defaults to the address specified in the plugin source code (8000 i think).

I've had people comment on my youtube tutorial page that the plugin doesn't work when packaged, but it turns out it's just defaulted to the built-in listen port.

I'd suggest that at the point of binding the 'receive' event in the blueprint we should define the port. This way we could also set more than one receive path/port in a project.

Over-large message element crashes engine.

Due to the limited maximum size of the variable type (FNAME I think), if a message element is received which is larger than 1024 chars the engine crashes.

Ultimately we should think about changing the type for this message element type, but in the short term we should think about handling the error more gracefully.

Duplicate events emitted

Hi - I'm so thrilled to find this plugin and have it working quickly on 4.9.

I've got the OscReceiver component added to my character BP. On every OnOscReceived, I'm printing the incoming Address and first two floats from the data array.

The plugin seems to be emitting 2 events for every incoming OSC message.

Here are the resulting log entries when I touch an item on a multi-toggle (TouchOSC app) - which deselects and then selects a new button in the button array.

LogBlueprintUserMessages: [CharacterBP_C_16] /basic/stoggle/1/2; 0.0; 0.0
LogBlueprintUserMessages: [CharacterBP_C_0] /basic/stoggle/1/2; 0.0; 0.0
LogBlueprintUserMessages: [CharacterBP_C_16] /basic/stoggle/1/1; 1.0; 0.0
LogBlueprintUserMessages: [CharacterBP_C_0] /basic/stoggle/1/1; 1.0; 0.0

So button 2 is the previous selection and now 1 is selected. If I capture the OSC stream from the TouchOSC app for this control using Pd-extended on my development PC - I get only a single message, as expected, for button 1 and 2 in this case.

Regards,

David

UPDATE FOR 4.17

Hi there, just wondering how easy it is to update to 4.17.

Thanks again for your help!

Best
S

4.15 compatibility

Hi MonsieurG,

I've had a few people ask about 4.15 on my youtube tutorial page so I thought I'd submit an issue.

I'm not a c++ coder in any way, but I think there must be a new way for the engine to know if it's running in editor or build mode. I got it to compile by hacking out the checking in the OSC.Build.cs file, but it's not a solution.

I think this is the problem line: (but I have no idea really!!!)

if (Target.Type.HasValue && TargetRules.IsEditorType(Target.Type.Value))

Line41 of OSC.Build.cs

Cheers!

4.14 compatibility?

Hi
I have compiled this plugin successfully for older projects but when adding it into a 4.14.1 project it's not compiling / being recognised.
Is that because it's not compatible with 4.14 or is it something I'm missing (could be the latter!)

Thanks

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