Dynamically changing 'Get Aximmetry' pin names

 

Every time I've attempted this I just get an error on play saying "Invalid name, name must not be empty"


I get it, It's not grabbing my concatenated string, but it also doesn't even work with a variable. Is this possible at all? It would really be great to dynamically create these pin names in order to scale larger sets of blueprints etc without making individually and manually named ones each time...


   Cookseyyyyy

 
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Eifert@Aximmetry
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Hi,

In the case of Aximmetry nodes in Unreal blueprints, the Name, Default Value, and Order Index must be static (i.e. you cannot use the outputs of other nodes as their input). Except, if that pin already exists (Get Aximmetry .... node with the same name).

If you want to send lots of values to Unreal from Aximmetry, we suggest using the Get Aximmetry Text node and composing a text from multiple values in Aximmetry. And parsing the text in the Unreal blueprint.
You can use the Text Concat Multi module in Aximmetry to compose the text from multiple values.
You could even do value pairs in the text and you could dynamically parse it based on keys. If you want, I can make a detailed description of this, if you can tell what you want to achieve as an end result.

Also, we have plans of implementing a Get Aximmetry Collection node in Unreal.

Warmest regards,

 
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Cookseyyyyy
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Thanks Eifert. That's really helpful! I'm building a system of 'live graphics' whereby I want to trigger different stages of animation for different types of graphics with OSC. (eg, text on screen, some kind of custom gfx, or even fully controllable objects). In order to have multiple graphics at the same time however I'm having to do it with multiple 'slots' (a bit like the multi camera setup is in the Aximmetry camera blueprint). It's getting a bit unweildy though as I have to make separate trigger code for every time I might want another slow with the same trigger (6 per slot so far and 8 slots!).

Some of this can be done with a single controller that controls a value on multiple slots but for some of them they will need to be simultaneous. these screenshots might give you a better Idea of what's going on..!

I'll have a go with your suggestion and see how it helps me, the get Collection node would be especially useful.


Controller in TouchOSC:



Graphics "Holder" Blueprint to spawn and control different graphics classes (with 2 'slots' working):


and one of the graphics classes:


 
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Eifert@Aximmetry
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Hi,

You can actually use Aximmetry collections in Unreal. Though there is no Get Aximmetry Collection node, you have this system instead: https://my.aximmetry.com/post/255-input-pin-limit-an-several-questions 

Note, trigger data types are 0->1 signal in Aximmetry. So you can convert them into other data types.
In this case, I used the Vector data type:

In Unreal you can get the trigger from the collection like this:

You will still have to create a Get Aximmetry Trigger for every trigger though. There is no way to dynamically name the Get Aximmetry ... nodes.
Even in Unreal, I don't know a way to dynamically create Unreal's custom events.

However!
You can use some logic with arrays and parsing text to achieve the same as above and dynamically.

In Aximmetry you use a Text Concat Multi to compose triggers into a text. I am using "," as a separator in the text:

In Unreal you make an array from the objects you created or want to use.
And parse the text coming from Aximmetry down to each element of the array using a for each loop:

You can copy paste the above blueprint from here: https://blueprintue.com/blueprint/_tt96ccu/

Your blueprints are a bit too complex to understand from those screenshots. But with similar array logic and parsing, you should be able to supply other data types to Unreal from Aximmetry. And you should be able to do it all dynamically.

You can even put this text into a collection and use it as in the collection example and by this reduce the number of pins your Unreal node has.

Warmest regards,

 
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Cookseyyyyy
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I'll give this a go when I have some time. I have no doubt it will make life a bit easier! And I can make some custom functions specifically for the data I'm passing through.


Thanks a lot. I'll report back with my experience!