fSocket will not connect

Hi all, I am trying to set up a simple TCP or UDP connection, to stream data into a game at runtime.

I have tried to use Rama’s code, from here:

A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums,Receive_Binary_Data_From_an_IP/Port_Into_UE4,(Full_Code_Sample)#.cpp

But every time I #include FIPv4Address.h, I get a million errors. Without it, i cannot use this code.

So, now I have:


void UMyfTCPObject::Connect()
{

	UE_LOG(LogTemp, Warning, TEXT("ConnectionManager::Init"));


	FSocket* Socket = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateSocket(NAME_Stream, TEXT("default"), true);
	FString address = TEXT("localhost");
	int32 port = 8888;
	TSharedRef<FInternetAddr> addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();

//	addr->SetAnyAddress();
	addr->SetIp((ULONG)0x00000000);
	addr->SetPort(port);

	
	UE_LOG(LogTemp, Warning, TEXT("Socket created! Connecting to server..."));
	bool didConnect = Socket->Connect(*addr);

	
	if (didConnect)
	{
		UE_LOG(LogTemp, Warning, TEXT("Connection state: true"));

		
		uint8 Data[1024];                        //buffer size
		int32 byteCount = 0;                    //the number os bytes read
		int32 dataSize = 0;                        //the size of the data
		Socket->Recv(Data, dataSize, byteCount);
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString::FromInt(byteCount));
		if (byteCount >= dataSize)
			Socket->Recv(Data, byteCount, dataSize);

		
	}
	else
	{
		UE_LOG(LogTemp, Warning, TEXT("Connection state: false"));
	}

	Socket->Close();
}

But it will not connect, jumping straight to ‘Connection state: false’.

Does anyone have any tips here?

Thanks!