Camera Tracking Offset with OSC in UE5.1 (Tutorial)

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Continuing on from the previous OSC tutorial we're going to make text boxes under our controls to allow an operator to type in a number an exact value into our controls.

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In this tutorial, I walk you through setting up camera tracking offsets in Unreal Engine 5.1 using OSC (Open Sound Control) messages and Open Stage Control. Whether you’re working with green screens or LED walls, it’s essential to be able to nudge the camera or its tracking offset to adjust the scene relative to the camera. I show you how to create simple controls, like an encoder to rotate the camera and an XY pad to move it left, right, forward, and backward, while ensuring the controls properly center and return to zero.

From there, I demonstrate how to replace typical empty actors with a custom Blueprint in Unreal that responds to OSC messages for controlling movement and rotation. By handling OSC input inside the Blueprint using an interface and splitting the rotation and movement into separate custom events, you can smoothly update the camera’s rotation and position in real-time. Using Event Tick, the camera continues to move based on received values while snapping back to neutral when the controls are released. This approach is versatile and works similarly to setups used with OptiTrack, Vive, or Stype tracking systems.