Live Editor was a plug-in that I believe was functional in earlier days of UE4. This was possibly before 4.2, but it seems to crash the editor since about 4.3. There have been a few posts here about it, but they haven’t been answered yet. However, recently it looks like some changes we’re made to the plug-in, as I don’t see the same nodes available in Blueprint that I tested with previously, but there isn’t any documentation on these changes.
Live Editor would allow live visuals artists to control Unreal in real-time with MIDI hardware, which would really expand it’s uses!
I have looked into this a little bit and unfortunately this feature is still in experimental state and has no docs or tutorials at this time. I see that in another of your posts you mention that you have the ability to create your project using portmidi library and C++. I know that this is not your preferred method, but it may be your only option at this point. I am including a link to the trello roadmap page in case you don’t already have it.
This will allow you to vote on which features you think we should concentrate on going forward. I will make sure to keep an eye on this particular feature and I will let you know when changes are being made.
Hi , thanks for your response! Do you know if the plugin is at least not crashing the editor anymore? I don’t think we need documentation yet, it would just be nice to know how to access it within blueprint. Right now we’re kinda limited to turning all of our midi controls into key press signals, and direct MIDI would just be a lot more efficient.
Sorry for the long time between responses I had to do some serious digging to find anything about Liveeditor plugin, but I think that I may have uncovered some leads. I was able to duplicate the crash locally once, but not reliably. In looking around I ran into this:
I really appreciate all the hard work you’ve put into figuring this out! I downloaded and built from the fork and did some tests. Live Editor is definitely seeing my MIDI devices in the dedicated window for the plug-in. However, it appears the editor is still crashing on the call of the “Register Live Edit Event” node. I’m doing this test on Mac though, and it looks like this pull request was a fix for windows? I’m going to test on my Windows machine tomorrow and report back. Really appreciate the help so far though, thank you. I’ll report back here when I’ve tried on Windows!
If I can ask, how are you calling the Live Editor nodes? I also want to make sure I’m not setting things up incorrectly.
Thanks for the reply! That’s what I figured…glad to hear it’s functioning on Windows though! How do you set up Live editor within your blueprint? Again, I just want to make sure I’m even setting everything up properly.