mirror of
https://github.com/storytold/UE4-OSC.git
synced 2026-10-09 00:09:43 +00:00
add support for OSC blob
This commit is contained in:
@@ -8,24 +8,20 @@ struct FOscDataElemStruct
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY()
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int32 Type;
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UPROPERTY()
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int64 Data;
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FOscDataElemStruct() : Type(0), Data(0)
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{ }
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enum
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{
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FLOAT = 0,
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INT = 1,
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BOOL = 2,
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FLOAT = 0,
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INT = 1,
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BOOL = 2,
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STRING = 3,
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BLOB = 4,
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};
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//-------------------------------------------------------------------------
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public:
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FOscDataElemStruct() : Type(0), Data(0)
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{
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}
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void SetFloat(double value)
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{
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@@ -112,6 +108,27 @@ struct FOscDataElemStruct
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//-------------------------------------------------------------------------
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void SetBlob(TArray<uint8> value)
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{
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Data = 0;
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Type = BLOB;
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Blob = MakeShared<TArray<uint8>>(std::move(value));
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}
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const TArray<uint8> & AsBlobValue() const
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{
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check(IsBlob());
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static const TArray<uint8> empty;
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return Blob.IsValid() ? *Blob : empty;
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}
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bool IsBlob() const
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{
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return Type == BLOB;
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}
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//-------------------------------------------------------------------------
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/// Cast the value to T.
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template <class T>
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T GetValue() const
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@@ -150,6 +167,14 @@ struct FOscDataElemStruct
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return Cast<T, isString>::eval(value);
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}
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}
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else if(IsBlob())
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{
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const bool isBlob = std::is_same<T, TArray<uint8>>::value;
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if(isBlob)
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{
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return Cast<T, isBlob>::eval(AsBlobValue());
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}
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}
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return T();
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}
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@@ -163,6 +188,13 @@ private:
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return T();
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}
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};
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private:
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int32 Type;
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int64 Data;
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TSharedPtr<TArray<uint8>> Blob;
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};
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@@ -44,6 +44,11 @@ void UOscFunctionLibrary::PopString(const TArray<FOscDataElemStruct> & input, TA
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PopValueImpl(input, output, Value);
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}
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void UOscFunctionLibrary::PopBlob(const TArray<FOscDataElemStruct> & input, TArray<FOscDataElemStruct> & output, TArray<uint8> & Value)
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{
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PopValueImpl(input, output, Value);
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}
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void UOscFunctionLibrary::PushBool(const TArray<FOscDataElemStruct> & input, bool Value, TArray<FOscDataElemStruct> & output)
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{
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@@ -84,6 +89,14 @@ void UOscFunctionLibrary::PushString(const TArray<FOscDataElemStruct> & input, F
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output.Add(elem);
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}
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void UOscFunctionLibrary::PushBlob(const TArray<FOscDataElemStruct> & input, const TArray<uint8> & Value, TArray<FOscDataElemStruct> & output)
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{
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output = input;
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FOscDataElemStruct elem;
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elem.SetBlob(Value);
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output.Add(elem);
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}
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bool UOscFunctionLibrary::AsBool(const FOscDataElemStruct & input)
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{
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@@ -105,6 +118,11 @@ FName UOscFunctionLibrary::AsString(const FOscDataElemStruct & input)
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return input.GetValue<FName>();
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}
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TArray<uint8> UOscFunctionLibrary::AsBlob(const FOscDataElemStruct & input)
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{
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return input.GetValue<TArray<uint8>>();
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}
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FOscDataElemStruct UOscFunctionLibrary::FromBool(bool input)
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{
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@@ -134,6 +152,13 @@ FOscDataElemStruct UOscFunctionLibrary::FromString(FName input)
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return result;
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}
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FOscDataElemStruct UOscFunctionLibrary::FromBlob(const TArray<uint8> & input)
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{
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FOscDataElemStruct result;
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result.SetBlob(input);
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return result;
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}
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namespace
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{
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@@ -188,6 +213,11 @@ namespace
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{
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output << elem.AsStringValue().GetPlainANSIString();
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}
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else if(elem.IsBlob())
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{
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const TArray<uint8> & value = elem.AsBlobValue();
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output << osc::Blob(value.GetData(), value.Num());
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}
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if(output.State() != osc::SUCCESS)
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{
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@@ -28,6 +28,10 @@ public:
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UFUNCTION(BlueprintPure, Category=OSC)
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static void PopString(const TArray<FOscDataElemStruct> & input, TArray<FOscDataElemStruct> & output, FName & Value);
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/// Get the next value from an OSC message as a blob.
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UFUNCTION(BlueprintPure, Category=OSC)
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static void PopBlob(const TArray<FOscDataElemStruct> & input, TArray<FOscDataElemStruct> & output, TArray<uint8> & Value);
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/// Add a boolean value to an OSC message.
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UFUNCTION(BlueprintPure, Category=OSC, meta=(AutoCreateRefTerm = "input"))
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@@ -45,6 +49,10 @@ public:
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UFUNCTION(BlueprintPure, Category=OSC, meta=(AutoCreateRefTerm = "input"))
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static void PushString(const TArray<FOscDataElemStruct> & input, FName Value, TArray<FOscDataElemStruct> & output);
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/// Add a blob to an OSC message.
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UFUNCTION(BlueprintPure, Category=OSC, meta=(AutoCreateRefTerm = "input"))
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static void PushBlob(const TArray<FOscDataElemStruct> & input, const TArray<uint8> & Value, TArray<FOscDataElemStruct> & output);
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/// Interpret an OSC argument as a boolean
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UFUNCTION(BlueprintPure, Category=OSC)
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@@ -62,6 +70,10 @@ public:
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UFUNCTION(BlueprintPure, Category=OSC)
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static FName AsString(const FOscDataElemStruct & input);
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/// Interpret an OSC argument as a blob.
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UFUNCTION(BlueprintPure, Category=OSC)
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static TArray<uint8> AsBlob(const FOscDataElemStruct & input);
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/// Create an OSC argument from a boolean
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UFUNCTION(BlueprintPure, Category=OSC)
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@@ -79,6 +91,10 @@ public:
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UFUNCTION(BlueprintPure, Category=OSC)
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static FOscDataElemStruct FromString(FName input);
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/// Create an OSC argument from a blob.
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UFUNCTION(BlueprintPure, Category=OSC)
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static FOscDataElemStruct FromBlob(const TArray<uint8> & input);
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/**
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* @brief Send an OSC message.
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@@ -131,6 +131,25 @@ static void SendMessage(TCircularQueue<std::tuple<FName, TArray<FOscDataElemStru
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{
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elem.SetString(FName(it->AsStringUnchecked()));
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}
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else if(it->IsBlob())
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{
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const void* buffer;
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osc::osc_bundle_element_size_t size;
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osc::Errors error = osc::SUCCESS;
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it->AsBlobUnchecked(buffer, size, error);
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TArray<uint8> blob;
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if(size && !error)
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{
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blob.SetNumUninitialized(size);
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FMemory::Memcpy(blob.GetData(), buffer, size);
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}
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else if(error)
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{
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UE_LOG(LogOSC, Warning, TEXT("OSC Received Message Error: %s"), osc::errorString(error));
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}
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elem.SetBlob(std::move(blob));
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}
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data.Add(elem);
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}
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@@ -4,8 +4,7 @@ UE4-OSC
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OSC plugin for Unreal Engine 4 to send and receive OSC messages with blueprints!
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Tutorial
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========
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# Tutorial
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Dannington made a super tutorial!
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@@ -14,13 +13,12 @@ Watch it to properly install the plugin and get some brilliant ideas on how to u
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https://www.youtube.com/watch?v=GGGs-n-CKtY
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Also, go to the UE4 forum:
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Also, go to the UE4 forum dedicated thread:
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https://forums.unrealengine.com/showthread.php?49627-Plugin-OSC-for-UE4
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Integration
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===========
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# Integration
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Install Visual Studio 2015 on Windows (Community edition works) or XCode on MaxOSX.
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@@ -34,41 +32,68 @@ 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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=====
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# Usage
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- Receiver:
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Set the listening port in the plugin settings.
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### Receiver
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Set the listening port as "Receive From" in the plugin settings. (Edit/Project Settings/Plugins/OSC)
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Add a OscReceiverComponent to your Blueprint class and bind the OnOscReceived custom event, or
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subclass the OscReceiverActor and bind the OnOscReceived custom event.
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Subclass the OscReceiverActor and bind the OnOscReceived custom event.
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The OnOscReceived event gives: the OSC address, the OSC parameters and the IP of the sender.
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Use the PopFloat/Int/Bool/String functions, or standard array functions, to retrieve the OSC message parameters.
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The OSC parameters is an array of OSC elements. To read the content, either:
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- chain PopFloat/Int/Bool/String/Blob functions to get the first value, or
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- use the standard GET function and AsFloat/Int/Bool/String/Blob functions to cast the element to its value. This is slightly more efficient.
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### Sender
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- Sender:
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Set the "send to" addresses in the plugin settings.
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Set the "Send Targets" addresses in the plugin settings. (Edit/Project Settings/Plugins/OSC)
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Use the PushFloat/Int/Bool/String functions, or standard array functions, to build the OSC message parameters.
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You can also add new targets dynamically, using the "Add Send Osc Target" function.
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It is especially useful for "ping"-like behavior.
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Use the SendOsc function to send the OSC message
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Send a single message with "Send Osc" or a bundle of messages with "Send Osc Bundle".
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Use the SendOscBundle function to send an OSC bundle (array of messages)
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The "Send Osc" function takes: the OSC address, the OSC parameters and the "target index" of the destination.
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Build the OSC parameters for a message:
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- chain PushFloat/Int/Bool/String/Blob functions, or
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- fill an array of "Osc Data Elem" with the standard array functions and the FromFloat/Int/Bool/String/Blob functions.
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The "target index" refers to an index in the "Send Targets" array in the settings,
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or to the result of the "Add Send Osc Target" function.
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### Inputs (experimental)
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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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# General information
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### Troubleshooting
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The plugin uses the standard UE4 logging system.
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Check your logs (Window/Developers Tools/Output Log) before asking for help!
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### String limitation
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Historically, the plugin handles OSC string using "FName". Unfortunately, the length of
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a "FName" is limited to 1024 characters. So this plugin does not handle long strings correctly.
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If you need long strings, prefer using blobs.
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### Blob
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The OSC protocol supports buffers as "blob".
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This plugin implements them as "Array<uint8>". It plays nicely with the "Extended Standard Library" plugin by "Low Entry".
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# Engine version
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Get the right branch for your engine version: "master" 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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