aussieburger:
Here’s a brief step-by-step for how I got it working. PS: I’m not a C++ programmer either and while the end result of these steps is it all works via blueprints, you do need to mess around with visual studio unfortunately:
link your unreal and github account as per: https://www.unrealengine.com/ue4-on-github
download the zip source code of the engine: https://github.com/EpicGames/UnrealEngine/tree/4.10
have Visual Studio express installed
exact zip and run setup (will take ages)
run GenerateProjectFiles.bat as admin
open UE4.sln which will open UE4 source in Visual Studio
Build windows 64 | Development Editor (will take ages)
replace the two whole files from the pull request: https://github.com/EpicGames/UnrealEngine/pull/1820/files
Build Android | Development (will take ages)
Build Android | Shipping (will take ages)
Now you can open your freshly built engine with the fix in place. Located: \Engine\Binaries\Win64\UE4Editor.exe (it will take absolutely ages the first time you open and do anything)
For all that building stuff you can find documentation from Epic games on how to do it on this link: https://github.com/EpicGames/UnrealEngine/tree/4.10
I actually used branch 4.9 however all branches should work in theory
Annoying we need to do this - hope Epic can give feedback on putting the fix in for all!
this fixes the problem of 4.23 too (maybe it will fix 4.24, 4.25, 4.26 same problem, but I don’t check)
but you have to add #if PLATFORM_ANDROID around changes in SocketSubsystemAndroid.cpp file then it would works
I just changed the FSocketSubsystemAndroid::GetLocalHostAddr method and it helps me and fixed all problems with hosting and connecting to the existed game. All of these fixes also work in blueprints!!!