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touchengine-ue's Issues

Details panel can start flashing and become non responsive

Repro steps:
Selecting ‘Parameter Example’, and adjusting the numeric ‘Tox Parameters’ like Test Color or Test Position works for only the first parameter edited, after that all the parameters are non-responsive and flash when cursor is over them. If I play and stop the scene, then it resets.

Inputs: Names are not loaded in some cases

In some cases, after loading a .tox or clicking reload tox, it appears that the name is not loaded in the UI except in the label on hover.

It should appear with the correct name for inputs and outputs of all supported types (DAT, CHOP, TOP).

TBC if it's an issue with Parameters as well, but I believe it was only on Inputs.

Reproducible crash due to nullptr TEInstance

I have a simple file with an actor object with a TouchEngine added to it, loading the parameterTest.tox
Inside the blueprint for the actor I set the value for customparam/Testfloat, and get the output from output/out5.
When UE launches it starts TouchEngine.exe. I press play and the engine is working. If I then stop, the TouchEngine.exe shuts down.
Then if I press pay again I get crashes due to myTEInstance being nullptr, even though myDidLoad = true

String value not being passed in correctly

Changing “Test String” parameter in ‘Tox Parameters’ does not update the string that is rendered onto pf the textures like it does when you use parameterTest.tox in TouchDesigner. The word always just says “test”

Investigate crash after changing values in blueprint

When I changed Make Literal String value that is plugged into Set TouchEngine Input for Teststring (to change ‘test’ to something else), after this change to the blueprint, Unreal crashed once pressing play, other times worked.

DX12 support

I've ifdef'd out the DX12 support for now. I think the way forward with that is to wait until the TouchEngine API supports DX12, that way we can natively talk using DX12 textures. Otherwise we have to use DX11on12 API, which isn't officially supported on UE (we need to have our own dx11.lib included). We can likely remove that .lib from our binaries directory too in that case

Crash loading new .tox

reassigning parameterTest.tox to my own parameterTest_audio.tox (the same .tox with only an extra CHOP added inside) it didn't work (the parameters loading progress in the Details pane just continuously cycled and it woudl not run when started).
Therefore I edited the .tox path back to parameterTest.tox but then it crashed.
Here is my .tox file for reference

UE4Editor_TouchEngine!FTouchEngineDynamicVariableContainer::ToxParametersLoaded() [C:\Users\ben\Documents\GitHub\TouchEngineUE4Samp\Plugins\TouchEngine-UE4\Source\TouchEngine\Private\TouchEngineDynamicVariableStruct.cpp:69]
UE4Editor_TouchEngine!TBaseRawMethodDelegateInstance<0,FTouchEngineDynamicVariableContainer,void __cdecl(TArray<FTouchDynamicVariable,TSizedDefaultAllocator<32> >,TArray<FTouchDynamicVariable,TSizedDefaultAllocator<32> >),FDefaultDelegateUserPolicy>::Execute() [C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:467]
UE4Editor_TouchEngine!TMulticastDelegate<void __cdecl(TArray<FTouchDynamicVariable,TSizedDefaultAllocator<32> >,TArray<FTouchDynamicVariable,TSizedDefaultAllocator<32> >),FDefaultDelegateUserPolicy>::Broadcast() [C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:955]
UE4Editor_TouchEngine!UFileParams::ParamsLoaded() [C:\Users\ben\Documents\GitHub\TouchEngineUE4Samp\Plugins\TouchEngine-UE4\Source\TouchEngine\Private\TouchEngineSubsystem.cpp:199]
UE4Editor_TouchEngine!UFileParams::execParamsLoaded() [C:\Users\ben\Documents\GitHub\TouchEngineUE4Samp\Plugins\TouchEngine-UE4\Intermediate\Build\Win64\UE4Editor\Inc\TouchEngine\TouchEngineSubsystem.gen.cpp:39]
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_TouchEngine!TBaseUFunctionDelegateInstance<UFileParams,void __cdecl(TArray<FTouchDynamicVariable,TSizedDefaultAllocator<32> >,TArray<FTouchDynamicVariable,TSizedDefaultAllocator<32> >),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:161]
UE4Editor_TouchEngine!TMulticastDelegate<void __cdecl(TArray<FTouchDynamicVariable,TSizedDefaultAllocator<32> >,TArray<FTouchDynamicVariable,TSizedDefaultAllocator<32> >),FDefaultDelegateUserPolicy>::Broadcast() [C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:955]
UE4Editor_TouchEngine!<lambda_f4e07816cfc13d49f86870fc08291634>::operator()() [C:\Users\ben\Documents\GitHub\TouchEngineUE4Samp\Plugins\TouchEngine-UE4\Source\TouchEngine\Private\UTouchEngine.cpp:114]
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core

For Frame Accurate Synchronized, call cook frame at beginning of frame and get output at end of frame

UDN ticket for this issue has been posted here

https://udn.unrealengine.com/s/question/0D52L00005HCGeMSAX/call-function-at-the-beginning-of-a-frame

note from malcom:
"i would think the stalling part is easy, you'd use our stall mechanism
all you need to know how to do is fire that frame cook at the absolutely earliest point possible
so the first time something tries to use an output, Get TouchEngine Output, then you'd stall"

Issue with adding array elements to 'in3' via editor UI

Trying to add an array element once caused a crash for me. Can't reproduce again though.
What does happen consistently though is pressing the + will cause TouchEngine to shutdown/restart, and then the array element is cleared out when TouchEngine is restarted

Naming fixups

The terms TOP, DAT and CHOP refer to Texture OPerators, Data Operators and CHannel OPerators, which are native node types within TD.
The naming convention doesn't extend to other types, so BOP, DOP etc. is meaningless, and stuff like SOP is actually conflicting cause we do have Surface OPerators, which are geometry (and will be a feature in the future).

I think the code should refer to the native Unreal types instead, and not use TD terminology at all. getBoolOutput, getInt32Output, getTableOutput (or getStringArrayOutput?), getTextureOutput

Add On / Off buttons to objects in the example project

As we add more object to show possible functionality in the example project, we're using more and more memory with touch engine instances. Putting toggle buttons around the area so users can turn on parts of the showcase at a time (or maybe trigger volumes so that the showcases auto turn on / off when the user approaches them?) will help lower the memory impact of the project.

Load function fails

On U4.24.3

Can't load sample.tox (attached zip) into UE4.243 - can you give sample path syntax

tried all permutations with and without slashes to reference sample.fox in root of Content and in TouchEngine subfolder

sample.zip

which works in TD v2020.23680 Engine COMP if referenced at
D:\projects\UnrealProjects\TouchTest424\Content\TouchEngine\sample.tox

but NOT if at level above
D:\projects\UnrealProjects\TouchTest424\Content\sample.tox

image
image

Is this tested on 4.25?

This was in a TouchEngineInfo actor event graph

Quickstart would assist

Multiple cook methods

3 cookmodes
Synchronized - stall until get that frame output. Ideally the cook is started right at the start of the unreal frame, but then the outputs aren't read until later, letting unreal do some other work in the meantime
Delayed Synchronized - get previous frame output, then set new frame inputs and trigger a new cook.
Independent - Tell TouchEngine to run in Independent mode. Set inputs arbitrarily, get output whenever they arrive

Crash testing 'Custom Parameter' example

Running, went into blueprint and changed color value, played again, then when I stopped playback it crashed

LoginId:c044ab5f4357c3f2584083ab9c3ec459
EpicAccountId:78b79fccc63d43e5b68bec6a3d0476c7

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UE4Editor_TouchEngine!TMulticastDelegateBase::RemoveDelegateInstance() [C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Delegates\MulticastDelegateBase.h:171]
UE4Editor_TouchEngineEditor!TouchEngineDynamicVariableStructDetailsCustomization::`scalar deleting destructor'()
UE4Editor_PropertyEditor
UE4Editor_PropertyEditor

Fix possible crash when renaming variables in blueprint

TouchEngine_ParamTest 2 Make Arrays have a spelling error ‘tset’ instead of ‘test’ in their 3rd string entry
Unreal Crashes when often after I try to rename these in the blueprint

This is probably related to recompiling a blueprint while a tox file is loading, or due to custom blueprint node failing to compile

Clean up example map

remove lots of the extra objects that arn't needed, make the .toxs be used in various ways throughout the scene (assigning light values, or maybe driving something more compelling)
have some text coming in from TouchEngine that's creating text in the scene
and kind of make it clear that there's Example Tox21, Example Tox 2 etc, lined up in the scene

Spend some time testing performance

Send in and out single and 1024 floats, both as an array, or as 1024 individual channels. See how Unreal's performance keeps up, if it's hurting the FPS, see where the slowdowns are

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