Simple UDP TCP Socket Client

Socke -
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UDP TCP Socket Client. Easy to use TCP and UDP Sockets in Blueprints.

  • Supported Platforms
  • Supported Engine Versions
    4.17-4.19

Description


You can easily use TCP and UDP connections to send and receive data in blueprints with this plugin . This is a client. You can find my server plugin here. You don't need C++. I recommend my JSON plugin for data communication. I only tried Linux and Windows. Therefore, only these are officially supported. But this plugin should run on any platform where the engine is running. Successfully compiled by Epic for Win32, Win64, Mac, iOS, Android. (You have to keep in mind that IOS blocks unsafe connections. It can be somehow deactivated. I do not have an IOS device and cannot help.)

I recommend this tool for testing and developing.

TCP Video.

Technical Details


  • Send and Receive over UDP
  • Send and Receiver over TCP
  • Asynchronous Background Task (Don't affect game performance)
  • Include C++ Source for C++ Projects
  • Tested with a Java and C++ Server
  • Documentation
  • Support in comments or unrealmarketplace@virtualbird.de (ENG,GER).



Changelog (4.17, 4.18)

  • (11/19/2017) Version 1.1: Added disconnect detection (TCP).
  • (01/14/2018) Version 1.2: Multiple TCP connections are now possible. UDP port for receiving can now be defined.
  • (02/09/2018) Version 1.3: "Close Socket Client Connection" Node now also closes the UDP connection. If a UDP connection already exists "Socket Client Init UDP-Receiver" closes it and opens a new one.
  • (02/23/2018) Version 1.4: A byte array is now returned next to the message string. (TCP, UDP)
  • (03/04/2018) Version 1.5: Added new Node "Get Local IP" to get your local IP like 192.168.178.1.
  • (03/09/2018) Version 1.6: Bugfix. UDP socket was not closed completely.


Changelog (4.17, 4.18, 4.19)

  • (03/09/2018) Version 1.7: Multithreading rewritten for better compatibility.
  • (In Review) Version 1.8: Added possibility to send bytes. Added API macro for C++ developers.


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