This is my connection script:
.h
private:
void SendMessage(FString serialized);
public:
void LoginPlayer(FString _username, FString _password);
.cpp
void UMasterServerConnection::LoginPlayer(FString _username, FString _password)
{
FString serialized = (TEXT("%s|%s"), *_username, *_password);
//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("%s"), *serialized));
SendMessage(serialized);
}
void UMasterServerConnection::SendMessage(FString _serialized)
{
TCHAR *serializedChar = _serialized.GetCharArray().GetData();
int32 size = FCString::Strlen(serializedChar);
int32 sent = 0;
bool successful = Socket->Send((uint8*)TCHAR_TO_UTF8(serializedChar), size, sent);
if (successful)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString::Printf(TEXT("Gesendet")));
}
else{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString::Printf(TEXT("Nicht Gesendet")));
}
}
And this is my UMG Blueprint function
.h
public:
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Login Player", CompactNodeTitle = "Login Player", Keywords = "Login Player"), Category = Game)
static void LoginPlayer(FString _username, FString _password);
.cpp
void UMenu::LoginPlayer(FString _username, FString _password) //This will be called, when the button will be pressed
{
for (TObjectIterator<UMasterServerConnection> Itr; Itr; ++Itr)
{
if (Itr->GetName() == "MasterServerConnection")
{
Itr->LoginPlayer(_username, _password);
break;
}
}
}
Error Message:
MachineId:A1DBA27D4E830F205462B1B5363A84A3
EpicAccountId:ab6a98c395544221bce3c83ab3de7469
Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_AphileGame_198
UE4Editor_AphileGame_198
UE4Editor_AphileGame_198
UE4Editor_AphileGame_198
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\class.cpp:4125]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:463]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1552]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:673]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:587]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:673]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\class.cpp:4125]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1023]
UE4Editor_UMG!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\uobject\scriptdelegates.h:459]
UE4Editor_UMG!UButton::SlateHandleClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\umg\private\components\button.cpp:147]
UE4Editor_UMG!TMemberFunctionCaller<UButton,FReply (__cdecl UButton::*)(void) __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_UMG!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<UButton,FReply (__cdecl UButton::*)(void) __ptr64> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates uple.h:113]
UE4Editor_UMG!TBaseUObjectMethodDelegateInstance<0,UButton,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:682]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:225]
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4170]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:212]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4173]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4133]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1406]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1711]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2319]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
//EDIT: Ok, my Socket is NULL. Im in an different instance?