For anyone lost by 5.1's new interface in the Remote Control window...Make sure the "Setup" button is active, then after you expose a parameter, open "protocols". When you select the exposed parameter there will be an "add binding" button at the bottom where you can connect your MIDI controller
Thank you man, it seems like more people have been getting into Unreal since I've started so I think it'll be more common soon as people get comfortable with it 🤙🏾
Winbush!! Thank you man, I got the privilege of having a quick chat with you at NAB this year about some of the sound generated foliage landscapes we are working on. This stuff is KILLER for our installations, and work we are doing with tree generated synthesis in UE5. MIDI is KEY to this so thanks again man!
I remember dude thanks for stopping by to chat it up. Which midi console are you using for your installations I'd imagine it's something pretty official yea?
@@JonathanWinbush Honestly, you’d be surprised! We tried larger, more complicated studio style MIDI controllers, which work in more indoor/controlled settings. But since a lot of ours are outdoor, we actually starting custom mounting the Korg nanoKONTROL2 line of products to travel rack-mount cases. It’s super affordable, durable and offers a lot of functionality/portability between the different ones they make. But I will say the other one that you and others should check out are the MIDIFighter custom boxes. AMAZING for when you need a ton of MIDI control over a scene, or want some ability for folks to interact with a UE scene and feel part of the art! Plus they look cool, so you know, that always helps haha.
This is brilliant. The ability to control numerous functions simultaneously is mega! Going to set up my Korg mini mixer for this. Sliders, knobs and touch strips is going to to be great. Subbed. THANK YOU! 🙌🏻
Glad you enjoyed it! I haven't used these functions in awhile so I'd just double check to see if theres been any updates in UE5.3 since that just dropped! 🤙🏿
Thanks!!!! I have a music video that I have been working on and didn't realize that all my music production gear could be used this way. This is going to make finishing up the triggered animations and stuff so much faster. You rock so much Winbush. Amazing content as always my friend :)
@@JonathanWinbush Thanks! I spent the last year learning and upping my game thanks to your tutorials and channels like yours. Music production has been under my belt for almost 5 years now, and adding unreal projects to our branding will for sure grow our business. Thanks again for your kind words :)
@@xenoas1er197 Personally I have not done it, but you could convert your guitar signal into a midi signal using something like the Sonuus i2M Musicport. I just did a search for converting the guitar signal into midi and it was one of the better priced options for doing that. Then you would just need to test if you can run that midi signal into Unreal. I am just not sure if you have to have it use the midi input with only a realtime midi signal for unreal. It looks like the Sonuus works as an audio interface as well so it might just convert in real time. Hope this helps get you closer to solving it!
Thank you so much for your great tutorial!!!!! I wondering Could I use this "Remote Control Protocol MIDI" plugins with the MIDI send from Ableton ? REALLY want to know!!!Appreciate it!
@@JonathanWinbush Thanks for your reply!! But I tried that it only can recognise by UE5 or by Ableton at one time. It depends on which one be opend first.
This would probably be possible using a virtual MIDI port. This is essentially an internal midi port that you can create on your computer to send midi between programs. On windows you have to download an application called loopmidi, Mac has native support for internal midi through their Audio/Midi Setup Utility(simple setup, quick tutorials can be found online). After the port is created you would select it in Unreal the same way you would select the port from a hardware controller (as shown in the video). In Ableton you would create a midi track and set the midi output as that same virtual port and you should be good to go. 👍
This was way way more intuitive to setup & use compared to the Blueprint method I was doing, and I guess this method would be applicable to OSC alongside midi as well. I did the OSC in blueprints as well which was so much hassle.
This is great, Jonathan. This plugin simplifies a lot the coding. I've learned a lot by watching your stuff. Good lookin on web (Nice hats!), straight forward, and always making us feel "intelligent", with that sympathetic personality of yours. Patreon??? Wish I'd seen this video before bacause I made the equivalent using blueprints a year ago. It works fine. (...Create MIDIDevice Input Controller, then Bind event to on MIDINoteOn, or Bind event to on MIDIControl Change, then Create Custom Event for each, and finaly, create a huge "tree like" diagram that filters all the incomming data from my 2 controlers.) The project i'm working on is a huge "chalet" with numerus rooms, lights, doors, windows, drawers, etc.. (Hundreds) My code is inside an Editor Utility Widget (wich has other tweaking buttons and sliders). I dim any light (80, so far) and accurately Open/Close/Rotate all doors, windows, etc using both of my MIDI devices within the Editor. Question: When it comes to change the channel on my M-AUDIO Ozone or Arturia Minilab controller, I have to press a sequence or combination of keys on the specific controller to acheive the task. (Up to six keys sequence on the M-AUDIO!) I've been strugling for months to acheive this within my bluprint. Let's say : I'd have a 32 buttons panel in my Widget labeled: Arturia Chanel 1, Arturia Chanel 2, up to 16, and M-AUDIO Chanel 1, M-AUDIO Chanel 2, etc... Clicking on a button would change the channel on the corresponging controler.
I know for sure that I must start with: Create MIDIDevice Output Controller and probably promote the return value to Variable. This is where i'm actualy stuck!!! (Read: 0MPH ) Desperatly looking for someone to help my out with this issue. Most Tutorials would show the input, and the few ones about output shows only Send a note to a specifi chanel, but don't show how to send a chanel change !!! Tought that, with your knowledge, you'd be the one to cue me on the way to success. Thanks in advance, Mr.Winbush. Yours, Martin D. Montréal
Thank you so much for the kind words Martin, I don't have a Patreon but have thought about maybe RUclips memberships to keep it all here. As for your question I personally don't have an answer but I can say I'm sure someone in the Unreal Slackers Discord would I usually go there when I get stuck myself.
This is Wild man! Question Can I trigger and specific animation of my character whit this? ejample first 1 animation dancing then another botton another animation went finish that. Is possible?
@@JonathanWinbush I also would love to see the truly exciting UE5.4 Motion Design features controlled by your AKAI MPK mini (which I also own). I just watched your latest "Crafting Dynamic FUI Animations..." video and after that the YT algorithm brought me here. I did not know that it is so easy to connect any MIDI controller to UE5. And now we have all those stylish 2D possibilities + cloners/effectors - *I want to play this on my AKAI!* 🎹
Awesome tutorial. I was trying the same on UE 5.1, I see the screens are different than the one you have in this tutorial. I was able to reach the level of adding light in the remote but I am just not able to see logs in the remote to check was key was pressed and what IDs are there to map. Can you help out in this please?
Hey, thnks for the tutorial. Really handy, but I'm having some problems receiving the note on/offs: I can see the midi messages coming from my device in the log window, i configure the input to turn on or off a light, but it doesnt do anything after that. Do you have any clues about this? Thanks
Thank you so much for this great tutorial again!!! Just wondering if there is a way to control the 3 different values of X, Y and Z using 3 different knobs separately at the same time?
This seems to be exactly what I’ve been looking for and wondering about. I’m wondering if I can set up one of the knobs to, say, cycle through keyframes, or have a dedicated button to play/pause anims etc. I’m sure there are tons of other convenient uses for a midi controller in unreal. I look forward to digging more into it! Ps AKAI 4 LIFE lol
Do you see a way to "Expose property" (3 dot menu) inside of a Widget Blueprint? For example: adjust a Widget Slider value based on the MIDI input knob value. Seems like this Expose property feature is only working for objects inside the Outliner/on the level stage.
This is really cool! Question, can this be used with the "MIDI3D and MIDIGLOVE" controller? I just read an article about it from Superbooth 22, it's a MIDI glove controller that tracks movement and rotation in 3D space, it reminds me of something you'd see with a Mocap suit. If you can work in Unreal I think that could be an great controller. For now I'm going to test this with my Arturia when I get a chance. 👍
Oh yes this is soo sweet! The possibilities are insane! 🤩 Question: Can you also map those transformation attributes on a general level to always control those attributes of whatever actor is selected instead of mapping them to a specific actor? This would let you have a few knobs dedicated to those functions that are needed absolutely all the time, would be sooo valuable. Thank you for the great video! :)
HI! thank you for the great video. A question: when i press the keyboard - it shows up as NoteOn, but when I release it is still NoteOn, and not like the NoteOff in your video. Doesnt matter how I change the Event Type also on the Mapping. So my keyboard bascially only triggers it but not turning the light off. Any idea why? Thank youuuu
thanks for the video, hoping this can open up controller based anims in sequencer. poses or blend spaces maybe ? would we need take recorder also ? ... or maybe linking expressions to a fader then mixing them :}best way ive found so far is using the additive layer on baked to control rig animation, but i suck at getting speed/timings non janky so thinking some sort of controller either xbox or midi would be better .
Amazing! I wonder if you can have some kind of 'delay effector' in there to smooth out the midi signal? For example if you push that key and the lights switches on..the moment you let go of that key, the light immediatly switches of. It would be nice if the intensity of that light would be gently going down to zero. Preferrably going back to zero with a custom speed value :-)
Man I don't know why but I can't get it to work with my Loupedeck which bums me out. I've tried reaching out to them about it but since they got bought out no one responds anymore.
Hi Will !! I am having an issue, in unreal 5.1 the MIDI section is not apearing I am using and oxigen pro mini , but the entire remote control section looks different and the MIDI section is not appearing when I click on the light parameter, do you know what might be the problem ? Thanx a lot
Make sure the "Setup" button is active, then after you expose a parameter, open "protocols". When you select the exposed parameter there will be an "add binding" button at the bottom where you can connect your MIDI controller
Anyone else having issues with the logs showing? My device is detected - and the MIDI is coming through on the Mac, but not showing up in the logs. Macbook Pro M1, Unreal Engine 5.01, Elektron Model:Cycles
@@JonathanWinbush Okay so I figured it out - the logs don't work, BUT if you use a 3rd party website to get the logs, the values still change in UE5 as long as you set the right channel ID and mapped channel ID.
@@Visekr Hi , I have the same issue , UE 5.1 , Mac , the MIDI is enabled in UE but the logs are not showing. How were you able to get a 3rd party website to get the logs ?
Awesome video man. As a music guy that's going into game design, I have a ton of midi controllers and this video helped a ton.
Shout out to Patrick Wambold of Epic Games for the help 🤙🏿
Get the Akai Mini Keyboard I use here: amzn.to/3PkMTrg
For anyone lost by 5.1's new interface in the Remote Control window...Make sure the "Setup" button is active, then after you expose a parameter, open "protocols". When you select the exposed parameter there will be an "add binding" button at the bottom where you can connect your MIDI controller
Thank you!
No problem! 🤙🏾
my point light has no 3 dots for intensity, only location? any thoughts?
Thanks, I've wanted to try something like this for a long time.
I heard its going to get even easier to setup in 5.1
watched this like 3x already. you’re literally the best teacher, what a sick tutorial i’m excited to hop on right now and try a live shown
Have fun and thank you so much. I tried to keep it as simple as possible but I can only imagine what you come up with once you really get into it 🤙🏿
Thank you very much. Subscribed!
Apprecaite the sub thanks! 🤙🏿
Appreciate you bruh. I done came a long way thanks to your help. Not many people to chat to unreal about
Thank you man, it seems like more people have been getting into Unreal since I've started so I think it'll be more common soon as people get comfortable with it 🤙🏾
The channel needs to get bigger. deserves
My friend thank you I'm trying to grow it'll come!
Winbush!! Thank you man, I got the privilege of having a quick chat with you at NAB this year about some of the sound generated foliage landscapes we are working on. This stuff is KILLER for our installations, and work we are doing with tree generated synthesis in UE5. MIDI is KEY to this so thanks again man!
I remember dude thanks for stopping by to chat it up. Which midi console are you using for your installations I'd imagine it's something pretty official yea?
@@JonathanWinbush Honestly, you’d be surprised! We tried larger, more complicated studio style MIDI controllers, which work in more indoor/controlled settings. But since a lot of ours are outdoor, we actually starting custom mounting the Korg nanoKONTROL2 line of products to travel rack-mount cases. It’s super affordable, durable and offers a lot of functionality/portability between the different ones they make.
But I will say the other one that you and others should check out are the MIDIFighter custom boxes. AMAZING for when you need a ton of MIDI control over a scene, or want some ability for folks to interact with a UE scene and feel part of the art! Plus they look cool, so you know, that always helps haha.
@@volcomskater718 I'm looking at the MidiFighter now it does look pretty slick
+1 for midi fighter setups. Had a couple of them for almost 10 years and they’re still capable, flexible and reliable.
@@ShapeNoise I might have to get one now!
My fav Winbush vid ngl 🎹
Appreciate it. Does this method still work I've not tried in awhile
Crystal clear as always
Thanks brother 🤙🏿
This is brilliant. The ability to control numerous functions simultaneously is mega! Going to set up my Korg mini mixer for this. Sliders, knobs and touch strips is going to to be great. Subbed. THANK YOU! 🙌🏻
Glad you enjoyed it! I haven't used these functions in awhile so I'd just double check to see if theres been any updates in UE5.3 since that just dropped! 🤙🏿
Very good tutorial, thanks a bunch.
Thanks so much glad it helps! 🤙🏿
Thanks!!!! I have a music video that I have been working on and didn't realize that all my music production gear could be used this way. This is going to make finishing up the triggered animations and stuff so much faster. You rock so much Winbush. Amazing content as always my friend :)
Can't wait to see how you utilize your music equipment for a real project!
@@JonathanWinbush Thanks! I spent the last year learning and upping my game thanks to your tutorials and channels like yours. Music production has been under my belt for almost 5 years now, and adding unreal projects to our branding will for sure grow our business. Thanks again for your kind words :)
@@commontimeproductions I really appreciate the kind words as well thank you 🤙🏿
Is there a way to do this with a guitar ?
@@xenoas1er197 Personally I have not done it, but you could convert your guitar signal into a midi signal using something like the Sonuus i2M Musicport. I just did a search for converting the guitar signal into midi and it was one of the better priced options for doing that. Then you would just need to test if you can run that midi signal into Unreal. I am just not sure if you have to have it use the midi input with only a realtime midi signal for unreal. It looks like the Sonuus works as an audio interface as well so it might just convert in real time. Hope this helps get you closer to solving it!
Thanks again dude!
Absolutely 🤙🏿
That's pretty damn sweet! I think you just gave new life to an old MIDI controller I have sitting in my closet!
Do it!! 🤙🏿
Your awesome man. Your easy to learn from. Thank you!!
Thank you so much man apprecaite it!
Awesome!! thank you 🖥️🎹🎛️
You're welcome 🤙🏾
Great vidd WinBush. I'm thinking of all sorts of fun using a midi control can enable, especially for live production, but even to speed things up
This is next level big brain stuff! 🤩
Haha it's simple to setup but can be powerful in your workflow 🤙🏿
Awesome as always! I'll give it a try with my behringer umx610
Nice let me know how it works out! The only controller I wasn't able to get to work was my LoupeDeck but everything else picked up fine
@@JonathanWinbush It works! Can't wait to use it on a project. Thank you again!
@@ThirdMoveStudios Glad to see it my man 🤙🏿
brehhh this just came in so clutch
Haha you know how I do 🤙🏿
Future of DJ-ing with Unreal Engine 😲
Haha 100%
You are the best !
nice tutorial.
Thank you my friend 🤙🏿
beautiful!
Thank you!
Thank you so much for your great tutorial!!!!! I wondering Could I use this "Remote Control Protocol MIDI" plugins with the MIDI send from Ableton ? REALLY want to know!!!Appreciate it!
I don't have one to test but it should be able to work with most devices with midi output so I'd think so since it works with akai
@@JonathanWinbush Thanks for your reply!! But I tried that it only can recognise by UE5 or by Ableton at one time. It depends on which one be opend first.
This would probably be possible using a virtual MIDI port. This is essentially an internal midi port that you can create on your computer to send midi between programs. On windows you have to download an application called loopmidi, Mac has native support for internal midi through their Audio/Midi Setup Utility(simple setup, quick tutorials can be found online).
After the port is created you would select it in Unreal the same way you would select the port from a hardware controller (as shown in the video). In Ableton you would create a midi track and set the midi output as that same virtual port and you should be good to go. 👍
This was way way more intuitive to setup & use compared to the Blueprint method I was doing, and I guess this method would be applicable to OSC alongside midi as well. I did the OSC in blueprints as well which was so much hassle.
I saw there was OSC support in the plugins sections so I'm guessing it would be the same way yea
This is great, Jonathan.
This plugin simplifies a lot the coding.
I've learned a lot by watching your stuff.
Good lookin on web (Nice hats!), straight forward,
and always making us feel "intelligent",
with that sympathetic personality of yours.
Patreon???
Wish I'd seen this video before bacause
I made the equivalent using blueprints
a year ago. It works fine.
(...Create MIDIDevice Input Controller, then
Bind event to on MIDINoteOn, or
Bind event to on MIDIControl Change, then
Create Custom Event for each,
and finaly, create a huge "tree like" diagram
that filters all the incomming data from
my 2 controlers.)
The project i'm working on is a huge "chalet"
with numerus rooms, lights, doors, windows,
drawers, etc.. (Hundreds)
My code is inside an Editor Utility Widget
(wich has other tweaking buttons and sliders).
I dim any light (80, so far) and accurately
Open/Close/Rotate all doors, windows, etc
using both of my MIDI devices within the Editor.
Question: When it comes to change the channel on
my M-AUDIO Ozone or Arturia Minilab
controller, I have to press a sequence
or combination of keys on the specific
controller to acheive the task.
(Up to six keys sequence on the M-AUDIO!)
I've been strugling for months to acheive
this within my bluprint. Let's say :
I'd have a 32 buttons panel in my Widget
labeled: Arturia Chanel 1, Arturia Chanel 2,
up to 16, and M-AUDIO Chanel 1, M-AUDIO Chanel 2,
etc... Clicking on a button would change the
channel on the corresponging controler.
I know for sure that I must start with:
Create MIDIDevice Output Controller and
probably promote the return value to Variable.
This is where i'm actualy stuck!!! (Read: 0MPH )
Desperatly looking for someone to help my out with this issue.
Most Tutorials would show the input, and the
few ones about output shows only Send a note to
a specifi chanel, but don't show how to send
a chanel change !!!
Tought that, with your knowledge,
you'd be the one to cue me
on the way to success.
Thanks in advance, Mr.Winbush.
Yours,
Martin D.
Montréal
Thank you so much for the kind words Martin, I don't have a Patreon but have thought about maybe RUclips memberships to keep it all here. As for your question I personally don't have an answer but I can say I'm sure someone in the Unreal Slackers Discord would I usually go there when I get stuck myself.
@@JonathanWinbush Quite fast, J.W.... Ok. I'll try my luck on this side. Thank you very much. Promise to feed-back when solved. Regards, Martin
@@martindoiron66 Best of luck I'd be curious once you figure out as well
Cool video, great idea
Thank you buddy
awesome tutorial!!
Thank you again my friend!
do you mean to say that i can finally put to use the midi keyboard i bought 5 years ago for music production and only used 3 times? thank you
Amazing vid as always, do you know if it works after a project is packaged for windows?
This is Wild man! Question Can I trigger and specific animation of my character whit this? ejample first 1 animation dancing then another botton another animation went finish that. Is possible?
You can but that's beyond my knowledge I reckon it'll take a bit of blueprinting to properly set it up correctly
Perfect, THANK YOU!!
You're welcome! 🤙🏿
Fire as always
Appreciate it 🤙🏿
Great video ! Is it possible to attach a function from a blueprint rather than an attribute ?
Thank you
You're welcome 🤙🏿
WHAT, NEEDED
😎💯🤙🏿
Curious to know if you plan on doing an updated tutorial with the Motion Design features + MIDI. I think 2D styles could be popular for DJs.
I've not messed with the midi stuff in a minute but can definitely look into it at some point for sure
@@JonathanWinbush Totally. It seems like they haven’t updated it much since releasing the plugin. Who knows what’s in store next 🙌
@@JonathanWinbush I also would love to see the truly exciting UE5.4 Motion Design features controlled by your AKAI MPK mini (which I also own). I just watched your latest "Crafting Dynamic FUI Animations..." video and after that the YT algorithm brought me here.
I did not know that it is so easy to connect any MIDI controller to UE5.
And now we have all those stylish 2D possibilities + cloners/effectors - *I want to play this on my AKAI!* 🎹
Awesome tutorial. I was trying the same on UE 5.1, I see the screens are different than the one you have in this tutorial. I was able to reach the level of adding light in the remote but I am just not able to see logs in the remote to check was key was pressed and what IDs are there to map. Can you help out in this please?
having same issue I can't see my logs
Hey, thnks for the tutorial. Really handy, but I'm having some problems receiving the note on/offs: I can see the midi messages coming from my device in the log window, i configure the input to turn on or off a light, but it doesnt do anything after that. Do you have any clues about this? Thanks
Thank you so much for this great tutorial again!!!
Just wondering if there is a way to control the 3 different values of X, Y and Z using 3 different knobs separately at the same time?
Yup each nob can be connected to each of those values along with using buttons and keys! 🤙🏿
This seems to be exactly what I’ve been looking for and wondering about. I’m wondering if I can set up one of the knobs to, say, cycle through keyframes, or have a dedicated button to play/pause anims etc. I’m sure there are tons of other convenient uses for a midi controller in unreal. I look forward to digging more into it! Ps AKAI 4 LIFE lol
Love Akia products! I have the MPC Live as well it's surprisingly built very well
Thanks for this WINBUSH! Can I ask you to explain how you would then record these in the sequencer? - To make cinematics. thank you!
Cheerz!
🤙🏾
Do you see a way to "Expose property" (3 dot menu) inside of a Widget Blueprint? For example: adjust a Widget Slider value based on the MIDI input knob value. Seems like this Expose property feature is only working for objects inside the Outliner/on the level stage.
I don't really get into Blueprints that's deeper than I usually go lol
@@JonathanWinbush hehe cool. Think i'm over my head with this metasound synth i've been building.
This is really cool! Question, can this be used with the "MIDI3D and MIDIGLOVE" controller? I just read an article about it from Superbooth 22, it's a MIDI glove controller that tracks movement and rotation in 3D space, it reminds me of something you'd see with a Mocap suit. If you can work in Unreal I think that could be an great controller. For now I'm going to test this with my Arturia when I get a chance. 👍
I'm not familiar with that at all but sounds cool. I don't see why it can't work
Oh yes this is soo sweet! The possibilities are insane! 🤩 Question: Can you also map those transformation attributes on a general level to always control those attributes of whatever actor is selected instead of mapping them to a specific actor? This would let you have a few knobs dedicated to those functions that are needed absolutely all the time, would be sooo valuable. Thank you for the great video! :)
I know you can map anything if you start to go in deep with Blueprints but thats where it gets outside my wheelhouse as I'm not much of a programmer
@@JonathanWinbush ok thanks for the reply! If I happen to find out how to do it I can let you know too :)
so cool!
Thank you! 🤙🏿
cool!
Thanks man 🤙🏿
HI! thank you for the great video. A question: when i press the keyboard - it shows up as NoteOn, but when I release it is still NoteOn, and not like the NoteOff in your video. Doesnt matter how I change the Event Type also on the Mapping. So my keyboard bascially only triggers it but not turning the light off. Any idea why? Thank youuuu
I'd have to retry because I haven't done this in months. It might depend on your controller as well which one are you using?
thanks for the video, hoping this can open up controller based anims in sequencer. poses or blend spaces maybe ? would we need take recorder also ? ... or maybe linking expressions to a fader then mixing them :}best way ive found so far is using the additive layer on baked to control rig animation, but i suck at getting speed/timings non janky so thinking some sort of controller either xbox or midi would be better .
I know you can dive deeper into blueprints to get much more specific controls
Can you make a video on how to controller DMX Lighting Previs with a midi keyboard? thanks
I'm not to familiar with DMX work flows
Hey winbush, did this setup change for 5.4?
@@complexs1mplicity it might have I haven't tried it out yet
Amazing! I wonder if you can have some kind of 'delay effector' in there to smooth out the midi signal? For example if you push that key and the lights switches on..the moment you let go of that key, the light immediatly switches of. It would be nice if the intensity of that light would be gently going down to zero. Preferrably going back to zero with a custom speed value :-)
I'm sure you can plus I've seen people program their own control setup with blueprints which would give you more options too
Does this work with a Loupedeck CT?
Wanna set that up for use in UE5
Man I don't know why but I can't get it to work with my Loupedeck which bums me out. I've tried reaching out to them about it but since they got bought out no one responds anymore.
thanks!!!
No problem 🤙🏿
Hi Will !! I am having an issue, in unreal 5.1 the MIDI section is not apearing I am using and oxigen pro mini , but the entire remote control section looks different and the MIDI section is not appearing when I click on the light parameter, do you know what might be the problem ? Thanx a lot
Make sure the "Setup" button is active, then after you expose a parameter, open "protocols". When you select the exposed parameter there will be an "add binding" button at the bottom where you can connect your MIDI controller
Next step is connect ableton to UE5 & Niagara ;)
Haha I can only imagine hooking a midi controller up to particles what could happpen!
Looks like a great tutorial but I'm looking at 5.4 setup and it's very different.
do you have any idea why I don't see the midi button in the newremotecontrolpreset?
I think it's changed a bit in the recent versions of unreal but I've not had a chance to properly dive in
❤❤❤❤
This works in editor for me but not in a packaged build? Has anyone gotten it to work in a build?
My Expose Properties are not available once I package the game. Any idea how I can make them available after packing?
I'm sorry I don't have much experience on the game development side
For some reason my midi output information is not showing in the log?
Easy to connect this to a blueprint to fire a bunch of actions?
I'm not really a blueprint man so for me no but for someone experienced in blueprints and know what they are doing I don't see why not.
urr aa ggooooooaaattttttt
Appreciate you 🤙🏾
Remote control preset is not showing up in miscellaneous for me....
Anyone else having issues with the logs showing? My device is detected - and the MIDI is coming through on the Mac, but not showing up in the logs.
Macbook Pro M1, Unreal Engine 5.01, Elektron Model:Cycles
I had that issue with the loupedeck but when I tried my other midi controllers it worked I'm not sure what determines what works maybe drivers?
@@JonathanWinbush Okay so I figured it out - the logs don't work, BUT if you use a 3rd party website to get the logs, the values still change in UE5 as long as you set the right channel ID and mapped channel ID.
Oh interesting that's great to know!!
@@Visekr Hi , I have the same issue , UE 5.1 , Mac , the MIDI is enabled in UE but the logs are not showing. How were you able to get a 3rd party website to get the logs ?
Thanks for your help!