mirror of
https://github.com/storytold/UE4-OSC.git
synced 2026-10-13 23:53:20 +00:00
4.8 port
This commit is contained in:
@@ -92,14 +92,9 @@ struct FOscDataElemStruct
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void SetString(FName value)
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{
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#if OSC_ENGINE_VERSION < 40500
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static_assert(sizeof(value) <= sizeof(Data), "Too short to hold the string value.");
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Data = *reinterpret_cast<const int64*>(&value);
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#else
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static_assert(sizeof(FMinimalName) <= sizeof(Data), "Too short to hold the string value.");
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const auto mininal = NameToMinimalName(value);
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Data = *reinterpret_cast<const int64*>(&mininal);
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#endif
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Type = STRING;
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check(value == AsStringValue());
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}
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@@ -107,11 +102,7 @@ struct FOscDataElemStruct
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FName AsStringValue() const
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{
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check(IsString());
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#if OSC_ENGINE_VERSION < 40500
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return *reinterpret_cast<const FName *>(&Data);
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#else
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return MinimalNameToName(*reinterpret_cast<const FMinimalName *>(&Data));
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#endif
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}
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bool IsString() const
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@@ -4,11 +4,6 @@
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#include "oscpack/osc/OscOutboundPacketStream.h"
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UOscFunctionLibrary::UOscFunctionLibrary(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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template <class T>
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static inline
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void PopValueImpl(const TArray<FOscDataElemStruct> & input, TArray<FOscDataElemStruct> & output, T & Value)
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@@ -7,7 +7,9 @@
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UCLASS()
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class UOscFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_UCLASS_BODY()
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GENERATED_BODY()
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public:
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/// Get the next value from an OSC message as a boolean.
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UFUNCTION(BlueprintPure, Category=OSC)
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@@ -2,7 +2,7 @@
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// Target engine version. Used to enable compatibility code.
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#define OSC_ENGINE_VERSION 40700
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#define OSC_ENGINE_VERSION 40800
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#ifndef OSC_EDITOR_BUILD
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#error OSC_EDITOR_BUILD must be set by the OSC.Build.cs
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@@ -32,24 +32,9 @@ public:
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HandleSettingsSaved();
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// register settings
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#if OSC_ENGINE_VERSION < 40600
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auto settingsModule = ISettingsModule::Get();
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#else
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auto settingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
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#endif
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if(settingsModule)
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{
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#if OSC_ENGINE_VERSION < 40600
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FSettingsSectionDelegates settingsDelegates;
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settingsDelegates.ModifiedDelegate = FOnSettingsSectionModified::CreateRaw(this, &FOscModule::HandleSettingsSaved);
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auto settings = GetMutableDefault<UOscSettings>();
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settingsModule->RegisterSettings("Project", "Plugins", "OSC",
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LOCTEXT("OscSettingsName", "OSC"),
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LOCTEXT("OscSettingsDescription", "Configure the OSC plug-in."),
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settings,
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settingsDelegates);
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#else
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auto settingsSection = settingsModule->RegisterSettings("Project", "Plugins", "OSC",
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LOCTEXT("OscSettingsName", "OSC"),
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LOCTEXT("OscSettingsDescription", "Configure the OSC plug-in."),
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@@ -60,7 +45,6 @@ public:
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{
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settingsSection->OnModified().BindRaw(this, &FOscModule::HandleSettingsSaved);
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}
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#endif
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}
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else
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{
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@@ -2,14 +2,9 @@
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#include "Osc.h"
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#if OSC_ENGINE_VERSION < 40600
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#include "Core.h"
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#include "Settings.h"
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#else
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#include "Engine.h"
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#include "ISettingsModule.h"
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#include "ISettingsSection.h"
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#endif
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#include "ModuleManager.h"
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#include "Sockets.h"
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@@ -4,14 +4,19 @@
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#include "OscDispatcher.h"
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UOscSettings::UOscSettings( const class FPostConstructInitializeProperties& PCIP )
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: Super(PCIP),
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ReceiveFrom("8000"),
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UOscSettings::UOscSettings()
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: ReceiveFrom("8000"),
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_sendSocket(FUdpSocketBuilder(TEXT("OscSender")).Build())
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{
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SendTargets.Add(TEXT("127.0.0.1:8000"));
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}
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UOscSettings::UOscSettings(FVTableHelper & helper)
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: _sendSocket(FUdpSocketBuilder(TEXT("OscSender")).Build())
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{
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// Does not need to be a valid object.
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}
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void UOscSettings::UpdateSendAddresses()
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{
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FString addressStr, portStr;
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@@ -11,10 +11,16 @@ class UOscDispatcher;
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UCLASS(config=Engine)
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class UOscSettings : public UObject
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{
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GENERATED_UCLASS_BODY()
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GENERATED_BODY()
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public:
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/// Default constructor
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UOscSettings();
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/// Hot reload constructor
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UOscSettings(FVTableHelper & helper);
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/**
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* Specify the [address:]port to listen to.
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*
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@@ -5,15 +5,20 @@
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#include "oscpack/osc/OscReceivedElements.h"
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UOscDispatcher::UOscDispatcher(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP),
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_listening(FIPv4Address(0), 0),
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UOscDispatcher::UOscDispatcher()
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: _listening(FIPv4Address(0), 0),
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_socket(nullptr),
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_socketReceiver(nullptr),
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_pendingMessages(1024) // arbitrary max message count per frame
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{
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}
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UOscDispatcher::UOscDispatcher(FVTableHelper & helper)
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: _pendingMessages(0)
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{
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// Does not need to be a valid object.
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}
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UOscDispatcher * UOscDispatcher::Get()
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{
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return UOscDispatcher::StaticClass()->GetDefaultObject<UOscDispatcher>();
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@@ -173,11 +178,7 @@ void UOscDispatcher::Callback(const FArrayReaderPtr& data, const FIPv4Endpoint&)
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{
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FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
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FSimpleDelegateGraphTask::FDelegate::CreateUObject(this, &UOscDispatcher::CallbackMainThread),
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#if OSC_ENGINE_VERSION < 40500
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TEXT("OscDispatcherProcessMessages"),
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#else
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TStatId(),
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#endif
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nullptr,
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ENamedThreads::GameThread);
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}
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@@ -12,14 +12,19 @@ class FUdpSocketReceiver;
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UCLASS()
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class UOscDispatcher : public UObject
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{
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GENERATED_UCLASS_BODY()
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GENERATED_BODY()
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friend class OscModule;
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friend class FOscModule;
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void Listen(FIPv4Address address, uint32_t port);
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void Stop();
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public:
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/// Default constructor
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UOscDispatcher();
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/// Hot reload constructor
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UOscDispatcher(FVTableHelper & helper);
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/// Get the unique instance
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///
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@@ -3,9 +3,8 @@
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#include "OscDispatcher.h"
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AOscReceiverActor::AOscReceiverActor(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP),
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_listener(this)
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AOscReceiverActor::AOscReceiverActor()
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: _listener(this)
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{
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auto instance = UOscDispatcher::Get();
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if (instance && !HasAnyFlags(RF_ClassDefaultObject))
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@@ -14,6 +13,12 @@ AOscReceiverActor::AOscReceiverActor(const class FPostConstructInitializePropert
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}
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}
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AOscReceiverActor::AOscReceiverActor(FVTableHelper & helper)
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: _listener(this)
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{
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// Does not need to be a valid object.
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}
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void AOscReceiverActor::BeginDestroy()
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{
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auto instance = UOscDispatcher::Get();
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@@ -9,7 +9,9 @@
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UCLASS(ClassGroup=OSC)
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class AOscReceiverActor : public AActor
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{
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GENERATED_UCLASS_BODY()
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category=OSC)
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FString AddressFilter;
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@@ -18,6 +20,12 @@ class AOscReceiverActor : public AActor
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void OnOscReceived(const FName & Address, const TArray<FOscDataElemStruct> & Data);
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public:
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AOscReceiverActor();
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/// Hot reload constructor
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AOscReceiverActor(FVTableHelper & helper);
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const FString & GetAddressFilter() const
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{
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return AddressFilter;
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@@ -3,13 +3,18 @@
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#include "OscDispatcher.h"
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UOscReceiverComponent::UOscReceiverComponent(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP),
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_listener(this)
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UOscReceiverComponent::UOscReceiverComponent()
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: _listener(this)
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{
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}
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UOscReceiverComponent::UOscReceiverComponent(FVTableHelper & helper)
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: _listener(this)
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{
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// Does not need to be a valid object.
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}
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void UOscReceiverComponent::OnRegister()
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{
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Super::OnRegister();
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@@ -13,7 +13,9 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FComponentOscReceivedSignature, con
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UCLASS(ClassGroup=OSC, meta = (BlueprintSpawnableComponent))
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class UOscReceiverComponent : public UActorComponent
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{
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GENERATED_UCLASS_BODY()
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category=OSC)
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FString AddressFilter;
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@@ -22,6 +24,12 @@ class UOscReceiverComponent : public UActorComponent
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FComponentOscReceivedSignature OnOscReceived;
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public:
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UOscReceiverComponent();
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/// Hot reload constructor
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UOscReceiverComponent(FVTableHelper & helper);
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const FString & GetAddressFilter() const
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{
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return AddressFilter;
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@@ -7,9 +7,16 @@ OSC plugin for Unreal Engine 4 Blueprints
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Integration
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===========
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Put the "OSC" folder in a "Plugins" folder in the project root.
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Install Visual Studio 2013 on Windows (Community edition works) or XCode on MaxOSX.
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e.g. "/MyProject/Plugins/OSC"
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Create a "C++" project, or convert a "Blueprint" project to "C++" **********************
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Create a "Plugins" directory in the project root (near the "Content" directory) and put the "OSC" folder of the plugin in it.
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(e.g. "/MyProject/Plugins/OSC")
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Run the "*.uproject" file: the plugin is compiled automatically.
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Alternatively, right-clic the "*.uproject" to generate Visual Studio or XCode project files.
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Usage
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@@ -35,8 +42,16 @@ Use the PushFloat/Int/Bool/String functions, or standard array functions, to bui
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Use the SendOsc function to send the OSC message
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- Inputs:
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List the messages that should be UE4 inputs (like a game controller). A new input is created for each message.
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Bind OSC inputs to UE4 action in the usual "Input" project settings.
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Engine version
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=====
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Tested on UE 4.4, UE 4.5 (Windows, MacOSX)
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Set the OSC_ENGINE_VERSION value (in Source/OSC/Private/Osc.h) to compile for a specific engine version.
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Get the right branch for your engine version: "default" for the latest version, "before4.8" for 4.4, ..., 4.7, etc.
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Optionally, set the OSC_ENGINE_VERSION value (in Source/OSC/Private/Osc.h) to compile for a specific engine version.
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