Open ooploopl- opened 2 years ago
We are working on integrating this with Epics remote parameter solution. Current workflow is temporary. EDIT: Apologies for the long response time
Thank you for the response. Glad to know you are working on an alternative solution.
This would be very useful. Please do this!
Creating a Disguise Remote Control Protocol might be the answer. It would then depend on the Remote Control API and you could expose almost anything in unreal.
I have a prototype of it working with the Remote Control API, there are still some issues to be ironed out (texture parameters for example) that we are in talks with Epic about.
Cool. This will be interesting to mess with and could really simplify how we program our controls.
On Fri, Feb 4, 2022 at 10:54 AM Rikhardur Bjarni Einarsson < @.***> wrote:
I have a prototype of it working with the Remote Control API, there are still some issues to be ironed out (texture parameters for example) that we are in talks with Epic about.
— Reply to this email directly, view it on GitHub https://github.com/disguise-one/RenderStream-UE/issues/27#issuecomment-1030116956, or unsubscribe https://github.com/notifications/unsubscribe-auth/ACE4EPTIIRWW4IY4P7RVDZDUZPZE5ANCNFSM5CFEFTTQ . Triage notifications on the go with GitHub Mobile for iOS https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675 or Android https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub.
You are receiving this because you commented.Message ID: @.***>
--
Andrew Weidenhammer
As far as i know, currently the plugin provides single mechanism to expose variables to d3, through level blueprints which is not practical and is cumbersome. I suggest, if possible, allow registering variables from any element which can be copied over to other unreal projects without re-exposing variables one by one manually. As a workround we currently use a template map and push the level(s) we want to stream into this map which is time consuming and prone to error.